Publications

2015


GPU Pro 6 : Hybrid Reconstruction Anti-Aliasing – published by CRC Press

GPU Pro 5 : Physically Based Area Lights – published  by CRC Press


2014


Hybrid Reconstruction Anti Aliasing [pptx]

Siggraph 2014


Low Level Optimizations for AMD GCN [pdf]

Low Level Optimizations for AMD GCN [pptx + notes]

Digital Dragons 2014


Phsically Based Area Lights Physically Based Area Lights
GPU Pro 5


2013


LightingOfKillzoneShadowFall Lighting of Killzone : Shadow Fall
Digital Dragons 2013


2011


 Spatio Temporal UpsamplingA Spatial and Temporal Coherence Framework for Real-Time Graphics
Game Engine Gems 2


2010


Advanced Material RenderingAdvanced Material Rendering in Two Worlds 2
GDC Europe 2010

 

Quadtree Displacement Mapping with Height BlendingQuadtree Displacement Mapping with Height Blending
GPU Pro 1


2009


Quadtree Displacement MappingQuadtree Displacement Mapping with Height Blending
GDC Europe 2009


2008


Practical SSAOPractical Use of SSAO
GDC Europe 2008


Leave a comment