Inverse trigonometric functions GPU optimization for AMD GCN architecture Version : 2.0 – Living blog – First version was 01 December 2014 First advice anybody have regarding inverse trigonometric functions (acos, asin, atan) is “do not use it”. And this is a good advise. It is often possible to get rid of all the trigonometric functions with trigonometric identities [1][2]. However with the growi
During my investigation on supporting IES lights for the Frostbite engine (With the help of Rodney Huff!) I have met several hurdles. The IES format is rather badly specified and when implementing a parser, many questions come without answer (And handling the different sysmetry is insane). This post is about helping people to find their way to support IES lights in their engine. And I will say tha
Version : 1.67 – Living blog – First version was 4 September 2011 AMD Cubemapgen is a useful tool which allow cubemap filtering and mipchain generation. Sadly, AMD decide to stop the support of it. However it has been made open source [1] and has been upload on Google code repository [2] to be improved by community. With some modification, this tool is really useful for physically based renderin
With permission of my company : Dontnod entertainment http://www.dont-nod.com/ Edit: There is a more recent version of this chart for UE4 here. I get the permission from my company to release the graphic chart I made for our artists to help them with our new physically based rendering (PBR) workflow. In the past I provided a blurred and reduced version of it in my blog post: feeding a physical ba
With permission of Dontnod entertainment http://www.dont-nod.com/ I get the permission from Dontnod entertainment to release the graphic chart I, Sophie Van de Velde (Lead environment) and Laurent Harduin (Lighter) made for the artists to help them with the physically based rendering (PBR) workflow present in the Unreal engine 4. This chart is an updated version of the previous chart I post on th
Image-based Lighting approaches and parallax-corrected cubemap Version : 1.28 – Living blog – First version was 2 December 2011 This post replace and update a previous post name “Tips, tricks and guidelines for specular cubemap” with information contain in the Siggraph 2012 talk “Local Image-based Lighting With Parallax-corrected Cubemap” available here. Image-based lighting (IBL) is common in gam
The slides of my and Evgenii Golubev talk “The Road toward Unified Rendering with Unity’s High Definition Render Pipeline” in the advance realtime rendering course at Siggraph 2018 are available here: http://advances.realtimerendering.com/s2018/index.htm This talk is about the architecture of Unity’s High Definition Render Pipeline (HDRP – Lighting, Material, Decal) from a high level perspective a
Version : 1.65 – Living blog – First version was 4 September 2011 AMD Cubemapgen is a usefull tool which allow cubemap filtering and mipchain generation. Sadly, AMD decide to stop the support of this tool. However it has been made open source [1] and has been upload on Google code [2] to be improved by community. With some modification, this tool is really useful for physically based rendering be
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