Kleber Garcia - kecho.me

[Siggraph 2021] Improve Spatial Upscaling through FidelityFX Super Resolution for Real-Time Game Engines

A two-part talk, illustrated with diagrams, images, and performance numbers. First part dives into the details and inner workings of AMD's FSR1 scaling algorithm. With a focus on teaching the optimization principles used in its design, and to leave the viewer with some creative thoughts on image processing. Second part covers integration into a modern physically-based deferred and forward rendering pipeline.

Youtube
Slides
Siggraph

[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

Coalpy

Coalpy - Compute abstraction layer for python. CoalPy is a free low friction python native module for Windows and Linux. Coalpy's main goal is to make modern DirectX12 or Vulkan GPU compute software easy to write and deploy. The website includes a few examples written in python and coalpy, such as a software compute rasterizer, hair rasterizer and some shader toys.

Noice

Noice is a command line Noise generator utility, written in C++ and ISPC by Kleber Garcia.

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.