Dragan Okanovic
4
Followers
Personal Information
Unternehmen/Arbeitsplatz
Serbia Serbia
Beruf
Junior Render Programmer at Ubisoft
Branche
Technology / Software / Internet
Webseite
http://abstract-algorithm.com/
Info
Real-time graphics, physically-based shading, rendering equations, materials, global illumination, post-processing effects, pipelines, optical phenomena. Also, artificial general intelligence, genetic programming, perception.
http://abstract-algorithm.com/
Tags
rendering
cgi
reyes
pixar
pipeline
rasterization
computer graphics
gi
photorealistic
graphics
image
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Category theory for beginners
kenbot
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Vor 9 Jahren
Physically Based and Unified Volumetric Rendering in Frostbite
Electronic Arts / DICE
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Vor 8 Jahren
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
AMD Developer Central
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Vor 10 Jahren
Implementing a modern, RenderMan compliant, REYES renderer
Davide Pasca
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Vor 14 Jahren
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
Johan Andersson
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Vor 15 Jahren
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Johan Andersson
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Vor 14 Jahren
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Johan Andersson
•
Vor 15 Jahren
Moving Frostbite to Physically Based Rendering
Electronic Arts / DICE
•
Vor 9 Jahren
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
Philip Hammer
•
Vor 9 Jahren
Forward+ (EUROGRAPHICS 2012)
Takahiro Harada
•
Vor 9 Jahren
Screen Space Decals in Warhammer 40,000: Space Marine
Pope Kim
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Vor 11 Jahren
OpenGL 4.5 Update for NVIDIA GPUs
Mark Kilgard
•
Vor 9 Jahren
A swift introduction to Swift
Giordano Scalzo
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Vor 9 Jahren
Approaching zero driver overhead
Cass Everitt
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Vor 10 Jahren