Author's Blogs

Dynamic Resolution Rendering Update
By doug-binks (Intel) Posted on 05/12/12 0
We've updated the Dynamic Resolution Rendering sample with an optimisation to the temporal anti-aliasing (TAA) upscale pass and added a few new features for improved qualitative comparisons focused on TAA. You can find the updated sample here. The changes, listed below, are detailed in this pdf.A...
Dynamic Resolution Rendering Sample Now Live
By doug-binks (Intel) Posted on 07/18/11 0
The Dynamic Resolution Rendering sample, first shown at the Games Developers Conference 2011 in San Francisco, has now gone live in time for games developers attending my Develop UK 2011 talk to check it out. This sample demonstrates a technique for balancing rendering quality and performance thr...
Dynamic Resolution Rendering at the Develop Conference in Brighton, UK
By doug-binks (Intel) Posted on 07/17/11 0
I'll be speaking about Dynamic Resolution Rendering at the Develop Conference in Brighton, UK. If you're able to come, the talk will be at 16:00 on Thursday. I'll be giving a live demo of the technique during the talk, which always adds an element of fun if only because of the inevitable risks in...
Dynamic Resolution Rendering GDC 2011 presentation slides available
By doug-binks (Intel) Posted on 03/09/11 2
The slides from my GDC 2011 presentation on Dynamic Resolution Rendering are available online here. You can also find many of the other presentations from Intel on our GDC 2011 site. Feel free to get in touch with any questions about the presentation and I'll do my best to answer them. Meanhile I...
Dynamic Resolution Rendering Presentation and Demo at GDC 2011
By doug-binks (Intel) Posted on 02/18/11 1
I'll be giving a talk at GDC 2011 in San Francisco about a technique I've been working on called Dynamic Resolution Rendering. The concept of dynamic resolution rendering, like a good game, is simple to grasp but with hidden complexity needed for true mastery. At its most basic, the scene is ren...
Distributing Shadow Map Calculations
By doug-binks (Intel) Posted on 01/04/11 0
Before joining Intel, one of the re-occurring issues with balancing performance and quality in games was how to handle the shadows for slow changing or stationary lights such as the Sun. For example a recent game I worked on used a combination of cascaded shadow maps along with a low resolution s...