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richgel999's profile
Rich Geldreich
Rich Geldreich
Rich Geldreich
@richgel999

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Rich Geldreich

@richgel999

Entrepreneur at http://Binomial.info , Khronos member working on Basis. Ex-Valve/MS,Age1DE,3/Halo Wars/Portal2/DotA2/CS:GO.

Portland, OR
sites.google.com/site/richgel99/
Joined March 2011

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    1. Sebastian Aaltonen‏ @SebAaltonen Oct 18

      This paper https://dl.acm.org/citation.cfm?id=1837046 … was so much ahead of its time. Huge influence to me. Most tiled deferred pipelines still are lacking many of the nice things presented in this SIGGRAPH 2010 paper.

      2 replies 17 retweets 100 likes
      Show this thread
    2. Wolfgang Engel‏ @wolfgangengel Oct 18
      Replying to @SebAaltonen

      I think we all are moving on to Visibility-Based approaches now. Deferred is too memory bandwidth intense ... so no reason to look back :-)

      2 replies 0 retweets 3 likes
    3. James McLaren‏ @selfresonating Oct 18
      Replying to @wolfgangengel @SebAaltonen

      Yeah that was a great presentation. Big influence on me too.Blew my mind at the time. Slides are here (For anyone who hasnt paid ACM :-) ) https://www.slideshare.net/kyruie/geg2-4-screenspace-classification-for-efficient-deferred-shading … (And yep, no reason visibility buffers should mean you can't classify!)

      2 replies 3 retweets 33 likes
    4. Tobias Berghoff‏ @TobiasBerghoff Oct 19
      Replying to @selfresonating @SebAaltonen @wolfgangengel

      I wonder who came up with this. That paper is from '10. We shipped this in '08 and I got the idea from the Phyre guys, maybe Matt Swoboda? Maybe @dickyjimforster knows.

      3 replies 0 retweets 2 likes
    5. Sebastian Aaltonen‏ @SebAaltonen Oct 19
      Replying to @TobiasBerghoff @selfresonating and

      We shipped Trials HD with tiled deferred in 2009 (Xbox 360). 60 fps. It had some tile classification optimizations, but classification was made on CPU side, so it didn't take account stuff like conservative shadow tests. Our lighting shader permutations took 10 mins to compile :)

      3 replies 0 retweets 2 likes
      Rich Geldreich‏ @richgel999 Oct 19
      Replying to @SebAaltonen @TobiasBerghoff and

      @JBrooksBSI first implemented a tiled deferred system back around '03 or so, on (I think) a PS2 of all things. We presented it at GDC.

      6:17 AM - 19 Oct 2018
      • 1 Retweet
      • 5 Likes
      • gofreak bmcnett Brian Osman Tobias Berghoff Sebastian Aaltonen pksu
      2 replies 1 retweet 5 likes
        1. New conversation
        2. James McLaren‏ @selfresonating Oct 19
          Replying to @richgel999 @SebAaltonen and

          Ah, I think I remember that. Was that the presentation where you guys wanted to do a course, but you were told to fit it into an hour instead?

          1 reply 0 retweets 0 likes
        3. Rich Geldreich‏ @richgel999 Oct 19
          Replying to @selfresonating @SebAaltonen and

          Yea, that was the one. We condensed years of deferred R&D (starting with "Shrek" for the original Xbox) into like 1 hour.

          2 replies 0 retweets 3 likes
        4. John Brooks‏ @JBrooksBSI Oct 19
          Replying to @richgel999 @selfresonating and

          Rich, you were also doing pioneering early-PBR shaders on XBox: 1) Conservation-of-energy specular 2) Linear light accumulation 3) Gamma-corrected sRGB textures & render target The two of us were doing insanely optimized engines on the XBox & PS2 consoles.

          1 reply 0 retweets 2 likes
        5. Rich Geldreich‏ @richgel999 Oct 19
          Replying to @JBrooksBSI @selfresonating and

          Yup - "Shrek" had to fudge a bunch of stuff because the GPU was so limited. Once better GPU's became available we were able to do these things.

          0 replies 0 retweets 0 likes
        6. End of conversation
        1. New conversation
        2. Tobias Berghoff‏ @TobiasBerghoff Oct 19
          Replying to @richgel999 @SebAaltonen and

          Tiled classifier on PS2? That's really cool.

          1 reply 0 retweets 0 likes
        3. John Brooks‏ @JBrooksBSI Oct 19
          Replying to @TobiasBerghoff @richgel999 and

          I also did HDTV 720p and 1080i resolutions on PS2 by using VRAM as a row-buffer and racing the beam, Atari 2600-style.

          3 replies 0 retweets 3 likes
        4. John Brooks‏ @JBrooksBSI Oct 19
          Replying to @JBrooksBSI @TobiasBerghoff and

          PS2 tile-deferred engine rasterized on GS & shaded pixels on 3x CPU cores (MIPS+VU0+VU1) in 4-vec SIMD. Peak perf = 7200 MFLOPS (3 cores * 300 Mhz * 4 vec * 2 madd) circa 2003. PS2 engine also had GS-decompressed textures (~DXT1) which helped inspire Rich's later Crunch tech.

          1 reply 0 retweets 2 likes
        5. Rich Geldreich‏ @richgel999 Oct 19
          Replying to @JBrooksBSI @TobiasBerghoff and

          After Shrek shipped, I spent some time researching various deferred approaches on the best available (sometimes prototype) SM2 hardware. In '02 I developed a multi-pass volumetric shadow technique that traced rays through spotlight shadow buffers. Good times!pic.twitter.com/VAguhLiwFX

          1 reply 0 retweets 6 likes
        6. Rich Geldreich‏ @richgel999 Oct 19
          Replying to @richgel999 @JBrooksBSI and

          I took this tech to Ensemble Studios, and a lot of it eventually shipped in Age of Empires 3 and Halo Wars 1. Unfortunately, RTS's weren't the best vehicle to exploit effects like this.pic.twitter.com/gCN1tr5kcq

          0 replies 0 retweets 0 likes
        7. End of conversation

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