Diary of a Graphics Programmer

Tuesday, January 14, 2014

Link Collection

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The book "Is Parallel Programming Hard, And, If So, What Can You Do About It?" can be found at https://www.kernel.org/pub/linu...
3 comments:
Friday, January 10, 2014

Visual Studio 2013 - C99 support

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I think using C99 in game development could be useful for large teams, especially if they are distributed over several locations. So I th...
3 comments:
Thursday, January 2, 2014

CSE 190 - GPU Programming UCSD class Winter 2014

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GPU Programming With the new console generation and the advances in PC hardware, compute support is becoming more important in games. The ...
4 comments:
Thursday, November 7, 2013

Visual Studio 2013 / Demo Skeleton Programming

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I updated my demo skeleton in the google code repository. It is using now Visual Studio 2013, that now partially supports C99 and therefore...
2 comments:
Monday, September 30, 2013

Call for a new Post-Processing Pipeline - KGC 2013 talk

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This is the text version of my talk at KGC 2013. The main motivation for the talk was the idea of looking for fundamental changes that ca...
9 comments:
Friday, September 13, 2013

KGC 2013

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I will be a speaker on the Korean Game Developer Conference this year. This is my third time and I am very much enjoying it. This year I w...
4 comments:
Monday, July 29, 2013

TressFX - Crystal Dynamics and AMD cover TressFX on SIGGRAPH

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There were more talks about Confetti's work on TressFX on SIGGRAPH: One talk by Jason Lacroix was: "Adding More Life to Your Char...
Thursday, July 25, 2013

SIGGRAPH 2013

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I would like to highlight the talk "Crafting a Next-Gen Material Pipeline for The Order: 1886": http://blog.selfshadow.com/publ...
2 comments:
Monday, July 22, 2013

Tiled Resources / Partially Resident Textures / MegaTextures

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One of the new features of DirectX 11.2 and now OpenGL 4.4 is Tiled Resources . Tiled Resources allow to manage one large texture in "...
4 comments:
Tuesday, July 2, 2013

Link Collection

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I was looking through some of the links I saved for further reading today. An article explaining BC compression formats with a lot of det...

MVP Award 2013

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Yesterday Microsoft awarded me with a MVP award for Visual C++. Now that DirectX is part of Visual C++, I was moved into the Visual C++ cat...
Sunday, June 30, 2013

Google Console / Visual Studio 2013 will support C99

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Google making a console is an interesting news item. Like Apple they can utilize standard mobile phone parts and extend Android to support ...
3 comments:
Monday, June 24, 2013

Lighting a Game / Lighting Artists / Physically / Observational Lighting models / Bounce Lighting

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Here is a way on how modern game engines can light scenes. I was just describing this in a forum post: the idea is following what the CG mo...
Sunday, May 19, 2013

Re-cap of Deferred Lighting

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This is part of a response in a discussion forum I did recently and it summarizes a lot of the things I did a few years ago with renderer d...

Update of the Link Section

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I added the blogs of Angelo Pesce, Fabian Giesen, Christian Schueler, Ignacio CastaƱo, Morten Mikkelsen and Sebastien Lagarde to the link l...
Tuesday, May 14, 2013

GPU Programming at UCSD

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My first outline for a new GPU Programming class at UCSD. Let me know what you think: First Class Overview -- DirectX 11.1 Graphics ...
11 comments:

GPU Pro 4 available on Amazon.com

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Here is the latest GPU Pro 4 book. I am helping to create those books now since 12 years. For GPU Pro 5 we will have a huge amount of ...
Thursday, April 26, 2012

DirectCompute on Intel® Ivy Bridge

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Here is a blog entry I wrote on DirectCompute for INTEL working with an Ivy Bridge machine. http://software.intel.com/en-us/articles/micro...
Sunday, April 15, 2012

Tile-based Deferred and Forward Lighting

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DirectCompute opened up new abilities to apply lighting to a scene. In the last three years, dealing with many lights in screen-tiles on Di...
2 comments:
Friday, February 10, 2012

Masterclass - GPU Programming

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Game connection will offer another Masterclass with me on GDC: http://www.game-connection.com/gameconn/content/gpu-programming

GDC / Catching up

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Lot's of things are happening. Confetti will have three demos running on a PC on the booth: 1. RawK III that shows our latest version ...
Monday, January 30, 2012

Reviving this blog

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I started to revive this blog after posting for a while on AltDevBlogADay. I first brought my old posts over from AltDev and started working...
2 comments:
Sunday, September 18, 2011

Graphics Demo Programming

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About 8 or ten years ago I started thinking about doing a graphics demo for the demo scene. I started to prepare a minimum skeleton that sho...
Wednesday, September 14, 2011

DirectX 11.1 Notes

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I plan to update this blog in the next couple of days with more information as soon as it becomes available. The upgrade from DirectX 11 ...
Sunday, July 31, 2011

Even Error-Distribution: Rules for Designing Graphics Sub-Systems (Part III)

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The design rule of "Even Error-Distribution" is very common in everything we do as graphics/engine programmers. Compared to the ...
Sunday, July 3, 2011

No Look-up Tables: Rules for Designing Graphics Sub-systems (Part II)

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One of the design principles I apply to graphics systems nowadays is to avoid any look-up table. That means not only mathemetical look-up ta...
Monday, June 13, 2011

Screen-Space: Rules for Designing Graphics Sub-systems (Part I)

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Since programming GPUs allow one to design more complex graphics systems, I started to develop a few simple rules that have survived the tes...
2 comments:
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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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