
Sign up to save your podcasts
Or


This time we will talk about the presentation given by Dan Baker, Graphics Architect at Oxide Games, during the REAC2023 event, in which he discusses the decoupled shading architecture of their Nitrous Engine, achieving improved anti-aliasing accuracy as well as BRDF consistency by ensuring consistent sampling points—though not without first facing challenges such as memory consumption and performance with micro-geometry.
Watch full presentation:
https://www.youtube.com/watch?v=ccV9oOoAMhk
By Jacobo RíosThis time we will talk about the presentation given by Dan Baker, Graphics Architect at Oxide Games, during the REAC2023 event, in which he discusses the decoupled shading architecture of their Nitrous Engine, achieving improved anti-aliasing accuracy as well as BRDF consistency by ensuring consistent sampling points—though not without first facing challenges such as memory consumption and performance with micro-geometry.
Watch full presentation:
https://www.youtube.com/watch?v=ccV9oOoAMhk