Author Archives: Jorge Jimenez
SMAA: Enhanced Subpixel Morphological Antialiasing
We are proud to announce the evolution of Jimenez’s MLAA! SMAA: Subpixel Morphological Antialiasing It solves the key weaknesses of MLAA by introducing the following features: Improved pattern searchs Improved pattern detection Diagonal handling Avoiding the general roundness introduced by … Continue reading
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
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)
Torque 3D 1.1 Features Jimenez’s MLAA
We are proud to announce that our GPU MLAA implementation (Jimenez’s MLAA) will be featured in the upcoming version 1.1 of Torque 3D! Here you have some sample screenshots that Eric Preisz kindly sent us (to easily compare no antialiasing … Continue reading
Screen-Space Subsurface Scattering
Image rendered in real-time The new generation of game engines is out there! They are full of new rendering techniques, including classic topics like shadows, water rendering and post-processing, and also more recent techniques such as deferred shading and post-processing … Continue reading
Practical Morphological Anti-Aliasing
It was a year ago when I was talking about games with my big brother. He was telling me how much MSAA was degrading performance in his rig and that he thought that maybe a better solution could be to … Continue reading
Starting Up at Full Throttle
Hi all, and welcome to www.iryoku.com! I’ll be posting around about the development and deployment progress of the game technology being produced here in the Universidad de Zaragoza, which is gaining a lot of momentum lately. Right now, I can’t … Continue reading