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Epic Games Stockholm
Wednesday, June 6, 2018 | Permalink
So I'm a bit late at blogging about this, and for that matter updating the "About" page here, but back in March I joined Epic Games in a new studio here in Stockholm. I will work on various Unreal Engine rendering stuff, but for now I'm still very much a n00b at everything, so it'll take a little while more until I get fully productive. At the time of writing we are only 3 people here, but there are more people in the pipeline joining shortly and we are expecting the team to grow. We are currently in a temporary space close to the central station, but expect to move to the gamedev cluster on Södermalm later this year.
If you're in Stockholm and would like to work with me, now is a great time to join. Just let me know and I'll get you in touch with our recruiters, or simply apply here
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Monday, February 6, 2017 | Permalink
Like my last demo, this is sort of a modern take on an old idea. Sorting rendering back-to-front with a BSP isn't exactly a new idea, but a parallel traversal in a compute shader might be. I've been pondering on this idea for a lot longer than I care to admit, it's probably been in my TODO list for over 5 years, but I finally got around to play with it and see if it was meaningful. My original idea was actually to traverse the BSP on the fly in the vertex shader, which of course is entirely possible, but ultimately decided that it makes more sense to do it in a separate compute pass.
Either way, enjoy the demo, and hope it's useful for something.
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| Last comment by soietre (2017-12-13 02:38:42)
Tuesday, October 11, 2016 | Permalink
Well, it's been a while, but it's time for a demo again!
This time it's a sort of hybrid between Clustered Shading and LightMapping, which essentially forms a lightmapping solution that's compatible with normal mapping, and while the lights need to be stationary, allows most other attributes other than position to be dynamically changed. In this demo you can interact with all the lights, turn them on and off, change color, or switch to an animated mode.
Head over to the 3D section and give it a try!
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| Last comment by Aaaaaa (2016-11-19 13:43:53)
Update to MakeID.h
Friday, April 3, 2015 | Permalink
If you've been using MakeID.h
I suggest you download the latest version. The previous version had a minor bug that made it copy an element too much when it reduced the number of ranges. This didn't impact functionality, but in edge-cases it could result in a read outside of allocated memory, which if you're really unlucky could cause a crash. Thanks to Markus Billeter for reporting the issue.
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| Last comment by nick (2018-04-05 22:19:56)
Sunday, March 29, 2015 | Permalink
I've done some internal plumbing in the website scripts. Hopefully you should see no difference at all, and I've clicked around quite a bit to verify that everything still works. If you see any that's not working on this site, please let me know.
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| Last comment by mr (2015-04-05 11:06:00)
Tuesday, March 24, 2015 | Permalink
So, uhm, it's been a while since I last posted a demo here. I have valid excuses though. This whole kids situation sure makes a dent into your available time, and for the time that remains it sure has an impact on how much energy you have left at the end of the day. But it's a great joy too, so I'm not unhappy about it in any way. And the other thing is of course that I moved into a research position at work, which reduces my itch of doing so much research at home during my spare hours. But with that said, I recently ended up browsing into my site with another guy at work for reasons I don't remember, and the realization that it had been nearly three years since the last demo was a little too depressing for me. So I made it a priority to make another one, and now it's here.
So for this demo I'm poking around a little with Clustered Shading, but exploring an alternative implementation of the underlying principles. The main differences being world-space clustering, storing active lights as a bitfield, and going full forward shading instead of deferred. Well, except for the reference I'm comparing to.
Some useful shortcuts for the demo:
F5 - Clustered Shading
F6 - Visualize clusters
F7 - Classic Deferred Shading
F8 - Visualize stencil mask for Deferred Shading with MSAA
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| Last comment by Nuninho1980 (2016-02-02 21:23:09)
Monday, March 9, 2015 | Permalink
Me and my wife and kids make an appearance in a documentary series on Swedish TV. The series is called "Vi ska ha barn" (roughly translates to "We're getting a baby") and the various couples discuss their hopes, fears and expectations around having kids. In our case, the angle is mostly about getting a second child, and about tackling cultural differences in the family.
Our episode is available online here
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| Last comment by Mitra Sarran (2016-02-12 17:09:07)
Yet another 11 cubemaps
Friday, February 27, 2015 | Permalink
I've uploaded yet another 11 cubemaps.
And yes, I still have more in the pipeline that I haven't finished yet.
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| Last comment by sss (2017-02-16 08:35:16)
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