Displaying July 2011 posts

Teasing our Real-Time Skin Rendering Advances

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

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

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