Colin Barré-Brisebois (@ZigguratVertigo) is a senior graphics programmer at Warner Brothers Games Montréal. Previously at EA Montréal and DICE, he has worked on games such as Battlefield 3, Army of Two, Need for Speed, Medal of Honor, Skate and Boogie. He has also presented at GDC, SIGGRAPH and has published articles in GPU Pro 2, as well as the ACM. Colin has been interested in graphics and video game development since he began toying with computers in 1989: the BBS days, the demo scene, as well as mod programming.
Posts by Colin Barré-Brisebois
  1. AltDevConf Programming - Wolfgang Engel, Igor Lobanchikov, and Tim Martin ( Counting comments... )
  2. AltDevConf Programming – Sam Martin ( Counting comments... )
  3. AltDevConf Programming – Erwin Coumans ( Counting comments... )
  4. A Taste of Live Code Editing With Visual Studio's Tracepoints ( Counting comments... )
#AltDevConf / Technology/ Code /

Allow me to introduce you to Wolfgang Engel, Igor Lobanchikov, and Tim Martin, from the Programming Track. Their talk: “Dynamic Global Illumination”. Wolfgang and Igor will be presenting this one. What will it be about? From Wolfgang:

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Dynamic Global Illumination with a large number of light sources.

We have implemented a GI system based on Light Propagation Volumes that supports characters and can adjust quality levels dynamically. We will go through all the steps necessary to implement a system like this:

1. Cube Reflective Shadow maps
2. Light Propagation Volume
2.1 Injection
2.2 Propagation
3. Indirect Occlusion
4. Illuminating the Scene with Deferred Lights

This approach extends the article from Anton Kaplanyan, Wolfgang Engel, Carsten Dachsbacher, “Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes”, GPU Pro 2, AK Peters 2011.
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Wolfgang Engel is the CTO/CEO & Co-Founder of Confetti Special Effects Inc., a think-tank for advanced real-time graphics research for the video game and movie industry. Previously he worked for more than four years in Rockstar's core technology group as the lead graphics programmer. His game credits can be found at http://www.mobygames.com/developer/sheet/view/developerId,158706/. He is the editor of the ShaderX and GPU Pro books, the author of several other books and speaks on graphics programming on conferences world-wide. He is a MVP DirectX since July 2006 and active in several advisory boards in the industry. He also teaches at UCSD the class “GPU Programming”. You can find him on twitter at @wolfgangengel.

Igor Lobanchikov is the General Manager of Confetti Special Effects Inc., Minsk office, a think-tank for advanced real-time graphics research for the video game and movie industry. Previously he worked as the lead graphics programmer at GSC Game World (S.T.A.L.K.E.R. series), CTO at Steel Monkeys. His game credits can be found at http://www.mobygames.com/developer/sheet/view/developerId,176474/. He was a speaker on graphics programming at GDC 2009 and at Intel sessions GDC 2011.

Confetti's website is www.conffx.com