AHR is comming to Unreal Engine 4...

As AHR is now "mature", I decided to go and try to implement it inside Unreal Engine 4. Still at early stages, but getting there. Also, AHR is rendering at about 40 FPS on my system for the High preset (

Continue Reading...

AHR Update - Now 50% faster!

Well, this blog needed some fresh air, so here it is. I have been working in my GI technique, and one aspect I wanted to fix was the voxel clear code. As is the trend today, AHR relies on a voxelized

Continue Reading...

Approximate Hybrid Raytracing - Update

Well, this blog has been dead for a while. I was working hard on getting AHR ready for the GDC, as I was rejected at SIGGRAPH (but not by far actually). So, here's a new video: Again, I can't provide a

Continue Reading...

Approximate Hybrid Raytracing

Global Illumination is the thing of the moment. Rendering it at real time is a really complex problem, so a lot of techniques have surfaced lately, mainly influenced by the amount of raw power and programability of current gen GPUs, and

Continue Reading...

Regex Based Parser and Virtual Machine

With Visual Studio 2012 Microsoft dumped the DirectX SDK, and the effects library with it( along other things), which I needed for my engine. To compensate for that, I wrote some code to load an xml file that describes the outputs

Continue Reading...

PhysX Particles Simulation - Here Once Again

So I finally got to work again in the particles simulation, and I made some advances. Mainly, fixing the displacement of the particles and adding a "pseudo z culling" step. Actually, what I'm doing is compare the distance of the sample

Continue Reading...

Regex Helpers - Snippets

Working on a parser the other day, I decided to use the new <regex> library in C++ 11. It's awesome, once you get to know the regex sintax. To make development faster, I coded a couple functions. They are nothing fancy,

Continue Reading...

Pages (7)1234567 »

Pages

Powered by Blogger.