Personal Information
Entreprise/Lieu de travail
Serbia Serbia
Profession
Junior Render Programmer at Ubisoft
Secteur d’activité
Technology / Software / Internet
Site Web
http://abstract-algorithm.com/
À propos
Real-time graphics, physically-based shading, rendering equations, materials, global illumination, post-processing effects, pipelines, optical phenomena. Also, artificial general intelligence, genetic programming, perception.
http://abstract-algorithm.com/
Mots-clés
rendering
cgi
reyes
pixar
pipeline
rasterization
computer graphics
gi
photorealistic
graphics
image
Tout plus
- Présentations
- Documents
- Infographies
Category theory for beginners
kenbot
•
il y a 9 ans
Physically Based and Unified Volumetric Rendering in Frostbite
Electronic Arts / DICE
•
il y a 8 ans
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
AMD Developer Central
•
il y a 10 ans
Implementing a modern, RenderMan compliant, REYES renderer
Davide Pasca
•
il y a 14 ans
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
Johan Andersson
•
il y a 15 ans
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Johan Andersson
•
il y a 14 ans
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Johan Andersson
•
il y a 15 ans
Moving Frostbite to Physically Based Rendering
Electronic Arts / DICE
•
il y a 9 ans
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
Philip Hammer
•
il y a 9 ans
Forward+ (EUROGRAPHICS 2012)
Takahiro Harada
•
il y a 9 ans
Screen Space Decals in Warhammer 40,000: Space Marine
Pope Kim
•
il y a 11 ans
OpenGL 4.5 Update for NVIDIA GPUs
Mark Kilgard
•
il y a 9 ans
A swift introduction to Swift
Giordano Scalzo
•
il y a 9 ans
Approaching zero driver overhead
Cass Everitt
•
il y a 10 ans