Lightmap optimizations for iOS
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 ...
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...
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...