Kleber Garcia - kecho.me

[Siggraph 2020] The lighting of Need for speed Heat

We present the improvements we made to the EA Frostbite engine to support the open world visuals of Need for Speed Heat. This includes auto-placed sparse GPU irradiance probes, a combination of reflection techniques, as well as a new multilayer material model.

Youtube
Abstract
Slides
Siggraph
ACM Publication

[Siggraph 2017|GDC 2018] Circular Depth of Field

Circular separable filter in the frequency domain, offering cheap alternative to sprite based techniques. Shipped in: FIFA, Madden, PGA Tour, Anthem, Battlefield

Slides
Shadertoy
Github
Siggraph
ACM Publication

[Siggraph 2015] Real-Time Rendering for Next-Gen Consoles

Madden NFL explores recent techniques in real-time rendering, including a realistic skin shader, procedural infinite grass rendering technologies, high-quality real-time shadow systems, and advanced post effects, among other techniques.

Slides
Siggraph

Pegasus


Pegasus is a realtime computer generated graphics engine developed by an enthusiastic group of graphics programmers. Original developers are Karolyn Boulanger, Kleber Garcia and David Worsham.
The project is currently getting rewritten in dx12, and is mostly my 'rendering punching bag'. Whatever I can't learn at work I can do it here. I am currently exploring automatic resource barriers, implementing a framegraph like architecture and hopefully will get to dxr soon.