Hemicube Rendering and Integration
I just posted another article about the global illumination solution that I implemented for The Witness, the second one in the series: The Witness – Hemic...
I just posted another article about the global illumination solution that I implemented for The Witness, the second one in the series: The Witness – Hemic...
One important feature of Direct3D 11 and OpenGL 4, which I have seen very little written about, is the addition of a new precise qualifier. It’s no surpri...
Jon has recently started a development blog about The Witness, the game that we have been working on during the last few months. So far there are a few posts ab...
GPGPU.org takes note that OpenNL 3.0 has just been released and that this new version comes with support for CUDA. That’s certainly interesting, but for me the ...
Naty Hoffman references a paper from Siggraph Asia titled Continuity Mapping for Multi-Chart Textures. The paper provides a solution to a problem that I’ve talk...
Our siggraph course has been accepted and is finally up on the siggraph website! Here’s the brief description of the course: An overview of the most recent theo...
I love this quote from Ivan-Assen Ivanov about the NVIDIA Texture Tools: We switched to CUDA nvcompress in our pipeline and totally forgot about it. Until yeste...
Yesterday I released another revision of the stable branch of the NVIDIA Texture Tools. I recommend everybody to upgrade, since it fixes some bugs and artifacts...
Even thought the DXT compression format is widely adopted, most of the hardware implementations use a slightly different decompression algorithm. The problem is...
This is a trick that I learned from Matthias Wloka during my job interview at NVIDIA. I thought I had a good understanding of the behavior of the vertex post-tr...