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.
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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.
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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.
End of conversation
New conversation -
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Yeah, I think a lot of people were really pissed off at that decision. It was the best technical thing at GDC that year and it was cut short to make way for other things (many of which were crap IIRC)
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