SIGGRAPH is next week and I am still preparing my talk. If you are around please come by and say hi. My talks title is "Light Pre-Pass Renderer Mark III" and it is part of the "Advances in Real-Time Rendering in 3D Graphics and Games" day on Monday next week:
I collected all the new development in this area, and added a few new things I found out while working on DirectX 10 / 11 implementations and will post a link to the slides here. Especially on the PS3 there is lots of new and interesting development (Judging from the number of games that will ship with this approach I want to believe that it is the most popular way to apply lots of lights in games now). I received a first draft of an article for ShaderX8 / GPU Pro from Steven Tovey about how they implemented the Light Pre-Pass in the upcoming game Blur on the PS3. They based their approach on work done by Matt Swoboda. The results look very cool. You can check out the screenshots on their website.
There is lots of progress happening with the Oolong Engine for the iPhone / iPod Touch. Check out the change list on
We got OpenGL ES 2.0 running and there is a new tutorial series that looks really cool.
In other news somehow my name was mentioned on "The Escapist". Here is the link for your entertainment:
I like your advances with the OOLONG engine. :) 3GS should start selling in Finland soon, I hope to get one asap.
Thanks again for publishing the concept of Light Pre-Pass! We've used a very simple version of it for implementing instant radiosity in our master thesis, that was just delivered today ;) If you'd be interested in taking a look, you can find it here: robert.cupisz.eu
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