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Displaying July 2011 posts

Teasing our Real-Time Skin Rendering Advances

July 21, 2011

These last weeks we’ve been researching a little bit more on skin rendering, and found a really interesting discovery that allows our shader to run in only two passes (as any separable convolution). The results are not the same, but … Continue reading →

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Jimenez’s MLAA Featured on Digital Foundry and GamesIndustry.biz

July 16, 2011

Links to the articles: The Future of Anti-Aliasing (Digital Foundry) MLAA heads for 360 and PC (GamesIndustry.biz)

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  • Archive

    • Research Impact Retrospective: MLAA from 2009 to 2017
    • Next Generation Post Processing in Call of Duty: Advanced Warfare
    • Starry Eyed: Where Game Graphics Go Next
    • Next Generation Character Rendering
    • Next Generation Life
    • Open Your Eyes
    • SMAA 1x Featured on ARMA 2: Operation Arrowhead and Take on Helicopters
    • The Day Has Come
    • SMAA v2.7 Released and EUROGRAPHICS Presentation
    • SMAA T2x Source Code Released
    • SMAA: Enhanced Subpixel Morphological Antialiasing
    • Teasing our Real-Time Skin Rendering Advances
    • Jimenez’s MLAA Featured on Digital Foundry and GamesIndustry.biz
    • Torque 3D 1.1 Features Jimenez’s MLAA
    • Screen-Space Subsurface Scattering
    • Practical Morphological Anti-Aliasing
    • Starting Up at Full Throttle
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