bitsquid: development blog

Thursday, September 28, 2017

Physical Cameras in Stingray

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This is a quick blog to share some of the progress Olivier Dionne and I made lately with Physical Cameras in Stingray. Our goal of implemen...
311 comments:
Sunday, July 16, 2017

Validating materials and lights in Stingray

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Stingray 1.9 is just around the corner and with it will come our new physical lights. I wanted to write a little bit about the validation...
315 comments:
Monday, July 3, 2017

Physically Based Lens Flare

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While playing Horizon Zero Dawn I got inspired by the lens flare they supported and decided to look into implementing some basic ones in St...
341 comments:
Thursday, June 22, 2017

Reprojecting Reflections

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Screen space reflections are such a pain. When combined with taa they are even harder to manage. Raytracing against a jittered depth/normal...
213 comments:
Tuesday, May 16, 2017

Rebuilding the Entity Index

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Background If you are not familiar with the Stingray Entity system you can find good resources to catch up here: Stingray Engine Code Wa...
463 comments:
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