Diary of a Graphics Programmer

Friday, November 20, 2020

Catching Up / History of The Forge / GPU Zen / Ray Tracing / Holiday Dinner

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I just realized I haven't posted here since 2018. There is generally less sharing of information happening now compared to let's say...
2 comments:
Friday, September 7, 2018

Ray Tracing without Ray Tracing API

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Following up on my last blog post, where I stated that a Ray Tracing API is bad for game developers and publishers because of the increase ...
3 comments:
Thursday, April 5, 2018

Ray Tracing with the DirectX Ray Tracing API (DXR)

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Experimental DXR support was added to The Forge today. Let's think about this for a second by starting with  a few quotes from a now f...
5 comments:
Friday, March 30, 2018

Triangle Visibility Buffer

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A Rendering Architecture for high-resolution Displays and Console Games ----------------------------------- Document History: - Initial Pu...
8 comments:
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About Me

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Wolfgang Engel
Wolfgang is the CEO and Co-Founder of The Forge Interactive. The Forge Interactive is a think-tank for advanced real-time graphics research and a service provider for the video game and movie industry. His company worked in the last more than 15 years on many AAA IPs like Tomb Raider, Battlefield 4, Murdered Soul Suspect, Star Citizen, Dirt 4, Vainglory, Transistor, Call of Duty Black Ops 3, Battlefield 1, Mafia 3, Call of Duty Warzone, Supergiant's Hades, Forza, Fable, Forza Horizon, more Call of Duty's, Hypixel, No Man's Sky and many more. Wolfgang is the founder and editor of the ShaderX, GPU Pro, and GPU Zen books series, was a Microsoft MVP for 11 years, the author of several books and articles on real-time rendering, and a regular contributor to websites and the GDC. One of the books he edited -ShaderX4- won the Game Developer Front line award in 2006. He is an active contributor to several future standards that drive the Game Industry. You can find him on Bluesky @wolfgangfengel.bsky.social
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