Tag Archives: the witcher 2: assassins of kings

Why are video games graphics (still) a challenge? Productionizing rendering algorithms

Intro This post will cover challenges and aspects of production to consider when creating new rendering / graphics techniques and algorithms – especially in the context of applied research for real time rendering. I will base this on my personal … Continue reading

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White balance and physically based rendering pipelines. Part 2 – practical problems.

White balance and lighting conditions After this long introduction (be sure to check part one if you haven’t!), we can finally go to the problem that started whole idea for this post (as in my opinion it is unsolved problem – … Continue reading

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Fixing screen-space deferred decals

Screen-space deferred decals are a very popular technique. There were so many presentations and blog posts about it that I will just list couple of them (just a first google search results page to be honest…) in no particular order: … Continue reading

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Hair rendering trick(s)

I didn’t really plan to write this post as I’m quite busy preparing for Siggraph and enjoying awesome Montreal summer, but after 3 similar discussion with friends developers I realized that the simple hair rendering trick I used during the … Continue reading

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Runtime editor-console connection in The Witcher 2

During Digital Dragons and tons of inspiring talks and discussions I’ve been asked by one Polish game developer (he and his team are doing quite cool early-access Steam economy/strategy game about space exploration programmes that you can check out here) to … Continue reading

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Bokeh depth of field – going insane! part 1

Recently I was working on console version depth of field suitable for gameplay – so simple, high quality effect, running with a decent performance on all target platforms and not eating big percent of budget. There are tons of publications about … Continue reading

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