Diary of a Graphics Programmer

Monday, October 20, 2008

Midnight Club: Los Angeles

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Tomorrow is the day. Midnight Club Los Angeles will launch tomorrow. This is the third game I worked on for Rockstar. If you are into racing...
4 comments:
Thursday, October 16, 2008

Hardware GPU / SPU / CPU

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I follow all the discussions about the future of game hardware with talks about Larrabee and GPUs and the death of 3D APIs and -depending on...
4 comments:
Thursday, October 2, 2008

S3 Graphics Chrome 440 GTX

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I bought a new S3 Chrome 440 GTX in the S3 online store. I wanted to know how this card is doing, especially because it is DirectX 10.1 comp...
5 comments:
Wednesday, October 1, 2008

Old Interview

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Just bumped into an old interview I gave to Gamedev.net. I still think everything in there is valid http://www.gamedev.net/reference/busines...
1 comment:
Tuesday, September 30, 2008

64-bit VISTA Tricks

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I got a new notebook today with 64-bit VISTA pre-installed. It will replace a Desktop that had 64-bit VISTA on there. My friend Andy Firth p...
6 comments:
Sunday, September 28, 2008

Light Pre-Pass: More Blood

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I spent some more time with the Light Pre-Pass renderer. Here are my assumptions: N.H^n = (N.L * N.H^n * Att) / (N.L * Att) This division ha...
30 comments:
Sunday, September 21, 2008

Shader Workflow - Why Shader Generators are Bad

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[quote]As far as I can tell from this discussion, no one has really proposed an alternative to shader permutations, merely they've been ...
21 comments:
Thursday, September 18, 2008

ARM VFP ASM development

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Following Matthias Grundmann's invitation to join forces I setup a Google code repository for this: here The idea is to have a math libr...
5 comments:
Friday, September 12, 2008

More Mobile Development

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Now that I had so much fun with the iPhone I am thinking about new challenges in the mobile phone development area. The Touch HD looks like ...
Wednesday, September 10, 2008

Shader Workflow

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I just posted a forum message about what I consider an ideal shader workflow in a team. I thought I share it here: Setting up a good shader ...
5 comments:
Tuesday, September 9, 2008

Calculating Screen-Space Texture Coordinates for the 2D Projection of a Volume

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Calculating screen space texture coordinates for the 2D projection of a volume is more complicated than for an already transformed full-scre...
8 comments:
Sunday, September 7, 2008

Gauss Filter Kernel

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Just found a good tutorial on how to setup a Gauss filter kernel here: OpenGL Bloom Tutorial The interesting part is that he shows a way on ...
2 comments:
Monday, August 18, 2008

Beyond Programmable Shading

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I was on SIGGRAPH to attend the "Beyond Programmable Shading" day. I spent the whole morning there and left during the last talk i...
Thursday, July 31, 2008

ARM Assembly

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So I decided to increase my relationship to iPhone programming a bit and bought an ARM assembly book to learn how to program ARM assembly. T...
6 comments:
Tuesday, July 29, 2008

PostFX - The Nx-Gen Approach

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More than three years ago I wrote a PostFX pipeline (with a large number of effects) that I constantly improved up until the beginning of la...
2 comments:

iPhone development - Oolong Engine

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Just read that John Carmack likes the iPhone as a dev platform. That reminds me of the fact how I started my iPhone engine Oolong Engine in...
1 comment:

Light Pre-Pass - First Blood :-)

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I was looking for a simple way to deal with different specular values coming from different materials. It seems that one of the most obvious...
6 comments:
Friday, June 13, 2008

Stable Cascaded Shadow Maps

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I really like Michal Valient's article "Stable Cascaded Shadow Maps". It is a very practical approach to make Cascaded Shadow ...
12 comments:
Thursday, June 12, 2008

Screen-Space Global Illumination

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I am thinking a lot about Crytek's Screen-Space Ambient Occlusion (SSAO) and the idea of extending this into a global illumination term....
22 comments:
Wednesday, May 28, 2008

UCSD Talk on Light Pre-Pass Renderer

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So the Light Pre-Pass renderer had its first public performance :-) ... I talked yesterday at UCSD about this new renderer design. There wil...
11 comments:
Thursday, May 15, 2008

DX 10 Graphics demo skeleton

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I setup a google code website with one of my small little side projects that I worked on more than a year ago. To compete in graphics demo c...
7 comments:
Tuesday, April 29, 2008

Today is the day: GTA IV is released

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I am really excited about this. This is the second game I worked on for Rockstar and it is finally coming out ...
14 comments:
Monday, April 21, 2008

RGB -> XYZ conversion

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Here is the official way to do it: http://www.w3.org/Graphics/Color/sRGB They use // 0.4125 0.3576 0.1805 // 0.2126 0.7152 0.0722 // 0.0193 ...
3 comments:
Monday, April 14, 2008

Ported my iPhone Engine to OS 2.0

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I spend three days last week to port the Oolong engine over to the latest iPhone / iPod touch OS. http://www.oolongengine.com My main develo...
5 comments:
Tuesday, April 8, 2008

Accepted for the iPhone Developer Program

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Whooo I am finally accepted! I have access to the iPhone developer program. Now I can start to port my Oolong Engine over :-)
4 comments:
Tuesday, March 25, 2008

Some Great Links

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I just came accross some cool links today while looking for material that shows multi-core programming and how to generate an indexed triang...
9 comments:
Sunday, March 16, 2008

Light Pre-Pass Renderer

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In June last year I had an idea for a new rendering design. I call it light pre-pass renderer. The idea is to fill up a Z buffer first and a...
44 comments:
Friday, March 7, 2008

iPhone SDK so far

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Just setup a dev environment this morning with the iPhone SDK ... overall it is quite disappointing for games :-). OpenGL ES is not suppor...
2 comments:
Sunday, March 2, 2008

Predicting the Future in Game Graphics

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So I was thinking about the next 1 - 2 years of graphics programming in the game industry on the XBOX 360 and the PS3. I think we can see a ...
3 comments:
Wednesday, February 13, 2008

Android

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Just read the FAQ for Android. Here is the most important part: ----------------- Can I write code for Android using C/C++? No. Android appl...
6 comments:
Friday, January 18, 2008

gDEbugger for OpenGL ES

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So I decided to test the gDEbugger from graphicREMEDY for OpenGL ES. I got an error message indicating a second hand exception and there was...
5 comments:
Tuesday, January 8, 2008

San Angeles Observation on the iPhone

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I ported the San Angeles Observation demo from Jetro Lauha to the iPhone ( www.oolongengine.com ). You can find the original version here ht...
Sunday, December 30, 2007

Oolong Engine

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I renamed my iPhone / iPod touch engine to Oolong Engine and moved it to a new home. Its URL is now www.oolongengine.com I will add now a 3r...
7 comments:
Wednesday, December 26, 2007

Animating Normal (Maps)

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There seems to be an on-going confusion on how to animate normal maps. The best answer to this is: you don't :-). The obvious problem is...

About Raytracing

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My friend Dean Calver published an article about raytracing that is full of wisdom. The title says it all Real-Time Ray Tracing: Holy Grail ...

LogLuv HDR implementation in Heavenly Sword

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Heavenly Sword stores HDR data in 8:8:8:8 render targets. I talked to Marco about this before and saw a nice description in Christer Ericson...

Normal Map Data II

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Here is one interesting normal data idea I missed. It is taken from Christer Ericson in his blog: One clever thing they do (as mentioned on...
1 comment:
Tuesday, December 25, 2007

Normal Data

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Normal data is one of the more expensive assets of games. Creating normal data in Z Brush or mudbox can easily make up for a few million dol...
Wednesday, December 19, 2007

Renderer Design

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Renderer design is an interesting area. I recommend starting with the lighting equation, splitting it up in a material and light part and th...
3 comments:
Tuesday, December 18, 2007

How to design a Material System

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Here is my take on how a good meta-material / material systems should be written and how the art workflow works: I just came across the late...
4 comments:
Sunday, December 9, 2007

Porting an Open-Source Engine to the iPhone?

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Evaluated several open source engines: Ogre: the architecture and design is not very performance friendly. The usage of C++ makes the usage ...
2 comments:
Thursday, December 6, 2007

iPhone Graphics Programming

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I am lately into iPhone graphics programming. The interesting part is that the iPhone uses a PowerVR chip similar to the Dreamcast. Most of ...
2 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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