Jian

21 Added | 2 Magazines | 2 Following | 3 Followers | @colorgas | Keep up with Jian on Flipboard, a place to see the stories, photos, and updates that matter to you. Flipboard creates a personalized magazine full of everything, from world news to life’s great moments. Download Flipboard for free and search for “Jian”

Art of HDR

It is hard to believe that Paul Debevec published his PhD just ten years ago. His work in defining high dynamic range images (HDRi) was almost …

Steve McAuley

January 30th, 2013 Posted in Rendering<p>Jan, 30 2013<p>A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that …

em>From Sim to Render:</em

Many recent films, TV shows and commercials owe their incredible fluid simulations and photoreal rendering to two visual effects tools - RealFlow and …

Trends

The state of rendering – part 1

<i>Part 1 of 2. This part deals with the rendering trends in the VFX industry today. Part 2 includes a run down of 14 of the most popular renderers for</i> …

Game Development

The Danger Zone

Myself and fellow lead graphics programmer David Neubelt will be at GDC next week, talking about the rendering technology behind The Order: 1886. …

screen-space reflections

hey, it's been a while since i asked here some question about implementation of something... and this is the case, cause i'm puzzled. before trying …

Faking water reflections with fourier coefficients.

Fake reflection using fourier coefficients to represent terrain height.<p>In working with the water shader for my game, I was wondering how I’ll handle …

Time Rendering in 3D Graphics and Games - SIGGRAPH 2011

Course Description<p>Advances in the real-time graphics research and the ever-increasing power of mainstream GPUs and consoles continues generating an …

research - screen-space far-field ambient obscurance

Screen-Space Far-Field Ambient Obscurance<p>Abstract<p>Ambient obscurance (AO) is an effective approximation of global illumination, and its screen-space …

Defrost Games at Nordic Game Conference 2013 - Defrost games

So we are just back from the Nordic Game Conference we had a ton of interesting meeting and we feel that the future is really looking up for us at …

Game environments – Part C: making wet environments

Sébastien Lagarde explores the world of water for accurate wet environment simulations in games. This is third part of our series where we explore …

Game environments – Part B: rain

In examining the concept art for <i>Remember Me</i>, it is easy to see that the team at Dontnod had to produce wet complex urban environments, often in the …

GPU Pro 4 – Practical planar reflections using cubemaps and image proxies (with Video)

I have written with my co-worker Antoine Zanuttini an article in the GPU Pro 4 book:<p>I am particularly proud of the cover as this is extracted from …