I have been honored to copresent the first HPG research impact retrospective with Alexander Reshetov. In this talk we covered the creation of MLAA as well as the impact it had (and has) on real-time rendering antialiasing, including temporal antialiasing … Continue reading →
Proud and super thrilled to announce that the slides for our talk “Next Generation Post Processing in Call of Duty: Advanced Warfare” in the SIGGRAPH 2014 Advances in Real-Time Rendering in Games course are finally online. Alternatively, you can also … Continue reading →
I was fortunate enough to appear in Develop‘s September issue! Check out the online version of the article here.
As promised, here you have the GDC 2013 slides of our Next-Generation Character Rendering talk (see link below). Beware of the big download, the slides are full of high-definition images and movies. Hope you like them! We will be presenting … Continue reading →
I’d like to clarify some topics related with my last post: First of all I’d like to credit the Institute for Creative Technologies for the amazing performance capture provided for the animation (http://ict.usc.edu/prototypes/digital-ira/). Their new capture technology enable photoreal facial … Continue reading →
Our talk in GDC 2013, Next-Generation Character Rendering, is a few hours away. On it, we will present what represents to us the culmination of many years of work in photorealistic characters. We will show how each detail is the … Continue reading →
After a silent period, I’m proud to present the advances we’re doing in eye shading at Activision Blizzard! This wednesday I’ll talk about it in the Advances in Real-Time Rendering course (in SIGGRAPH 2012), I invite you to come by … Continue reading →
SMAA 1x natively integrated in latest ARMA 2: Operation Arrowhead beta, and in 1.05 update of Take On Helicopters!
In this important moment of my life, the day has come to end my skin research in order to take a new professional direction. These last months I’ve learned a very important lesson: efforts towards rendering ultra realistic skin are … Continue reading →
The full source code of SMAA has been finally released, including SMAA S2x and 4x! http://www.iryoku.com/smaa/#downloads Checkout the subpixel features section of the movie to see the new modes in action (or download the precompiled binary). We are also happy … Continue reading →