All posts and recent updates
This blog aim to provide articles related to graphics in game. Their purposes are to be use as references by myself and any other people interested. To facilitate the navigation in this blog I will use this site map page.
Unlike traditional blog I would like to keep the articles up to date when this have interest. Thus every post have a version number. When I add an information to an article I increment the version and add a comment at its end with some details on what have changes. As WordPress don’t allow me to set up the link of my post and so break reference to the post when I update them, I will use this posts to provide information of last articles update.
Last update articles:
18 September 2013 : Image-based Lighting approaches and parallax-corrected cubemap : v1.28
8 September 2013 : Water drop 4a – Reflecting wet world
22 August 2013 : GDCEurope 2013 talk : The art and rendering of Remember Me
Water drop series:
This is a series of post which provide many informations on rendering a rainy world in game. They talk about many topics like rendering of rain, rainy FX, puddles, ripples, wet surfaces, reflections… with physically based rendering.
Slides of Sébastien Lagarde (Me) and Laurent Harduin (Lighting artist) at the GDC Europe 2013 about the art and rendering of Remember Me:
Slides of Sébastien Lagarde (Me) and Antoine Zanuttini conferences at Siggraph 2012 and Game Connection 2012 about a method to include fast reflection everywhere on your scene with good enough quality for PS3/XBOX360 platforms:
I write a complete article on the topic of the above conferences with more details and code:
Me and Antoine Zanuttini describe an extention for this method with image proxies in a GPU Pro 4 article:
FXGuide Game environment series on the rendering of Remember Me:
Physically based rendering:
Here are few articles on the subject of physically based rendering. They describe the physically based workflow we use at Dontnot entertainment for our game “Remember Me” edited by Capcom. There is also a documentation for the tools ModifiedCubemagen (A fork of the AMD cubemagen with new features for PBR):
These are article aiming to explain a rendering subject, focus on a rendering optimization or provide memo/tips on rendering stuff:
Memo on Fresnel equations : v1.3
Posts related to lighting technique in a renderer. The current article detail a screen space SH lighting method: