[Bf-committers] interesting posts on gpu rendering

Tom M letterrip at gmail.com
Sat Mar 10 19:47:09 CET 2012

Hi all this might be of interest to both the game engine and to the renderer.

these blog posts from a graphics programmer are rather interesting -
while his audience is game devs, it might be useful to apply to film
as well

Even error distribution - basically the point is that is better to
have a consistent slightly lower quality - than to have uneven quality
where some things are great, but occassional areas where the quality
is lower than average - since the change in quality is quite

no lookup tables (has some interesting ideas such as using G-buffer
screen space global illumination for objects that are far away;)

screen space rules - use screen space techniques for most stuff since
it is more efficient


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