Crossing the Ludicon
I’m excited to announce that I’m starting my own business to research and develop graphics and game technologies, with a focus on the texture and me...
I’m excited to announce that I’m starting my own business to research and develop graphics and game technologies, with a focus on the texture and me...
The NVIDIA Texture Tools (NVTT) had the highest quality BC1 encoder that was openly available, but the rest of the code was mediocre: The remaining encoders had...
One of the main challenges of porting The Witness to iOS was reducing the app memory footprint. The lightmaps that we used in the PC version simply did not fit ...
In my initial implementation of our lightmapping technology I simply stored lightmap textures in RGBA16F format. This produced excellent results, but at a very ...
I think it’s really awesome that Microsoft and Xin Huang released the source code of their D3DX mesh parameterization library. Chuck announced it on his b...
We are using Max McGuire’s HLSLParser in The Witness and I just published all my changes in Thekla’s github repository. I also wrote some notes about our ...
Looks like I’m getting into the habit of starting article series and abandoning them after the first installment. Where’s part 2 of the irradiance c...
I finally finished writing the next article about the lightmap rendering tech that I did for The Witness. This one is about irradiance caching, and in particula...
The other day I read this in Dark Shikari’s blog (one of the developers of x264): Most importantly, stop harassing the guy whose name is on the patent (La...
A while ago Matt Davidson contacted me to discuss a few issues with the Gregory ACC source code that we released. Turns out there were some issues in the code t...