Nicolas Lopez

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Nicolas Lopez

Nicolas Lopez

@Nicolas_Lopez_

Technical Architect and GPU Plumber on Assassin's Creed & Anvil Engine at Ubisoft MTL. I speak for myself.

Montreal, Canada Katılım Kasım 2009
744 Takip Edilen2.7K Takipçiler
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Nicolas Lopez
Nicolas Lopez@Nicolas_Lopez_·
Excited to share that GPU Zen 4: Advanced Rendering Techniques is officially out. This volume features work from some of the most visually impactful projects of recent years, including #AssassinsCreed , #DOOM , #StarwarsOutLaws and NVidia's Zorah. And a killer cover :)
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Nicolas Lopez
Nicolas Lopez@Nicolas_Lopez_·
@aherys Nice video. There is a lot of confusion about nanite online. I liked the mention of Micropolygons :)
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Aherys
Aherys@aherys·
Is nanite good/bad ? Is efficient ? What is nanite ?
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Justin Ng
Justin Ng@thatjustinng·
I'm overwhelmed by the hype.
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Justin Ng
Justin Ng@thatjustinng·
Hi! I can finally say.. I'm the Lead Producer on Assassin's Creed Black Flag Resynced. Hope you enjoyed the showcase. Gonna go back to finishing this game. (And shitposting sometimes) #nopressure #blackflagresynced
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Markus Schütz
Markus Schütz@m_schuetz·
New Paper🙂 Nanite has shown that small triangles can be rendered fast in compute, we're exploring how fast for large meshes with up to 18.9 billion triangles, without the need to precompute LOD structures. Paper: github.com/m-schuetz/CuRa… Source: github.com/m-schuetz/CuRa…
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Dark Souls Lighting Engine
Dark Souls Lighting Engine@DS2LightingMod·
Working on fixing grass shading from all view angles. It also has subsurface shading from sun as well. For Diffuse GI alone, a "vertical normal" is used in place of standard normal so the lobe captures data from everything above the grass blades.
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Gabriel Sassone
Gabriel Sassone@GabrielSassone·
Very happy that I joined @amd ! It is a new journey, being on the other side of the mirror is amazing!Humbling and always learning.Forever a beginner!😃#luckyman
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Gabriel Sassone
Gabriel Sassone@GabrielSassone·
Cleverly using older techniques is the trick! Parallax Occlusion Mapping and derivates are old but super effective to give better detail! Incredible to see how many stopped using them, even though they are still great!
3D人-3dnchu- CG情報ブログ@ymt3d

煩雑にメモしてた動画やリンクを ざーっと記事化しました 紅の砂漠(Crimson Desert)で注目の疑似立体表現! 技術の真相は?SPOM?SSDM? 3dnchu.com/archives/crims…  GodotやUE5でのシェーダー情報などもあります #Godot #UE5

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Nicolas Lopez
Nicolas Lopez@Nicolas_Lopez_·
@NOTimothyLottes @Duoae Yeah it’s like a totally different architecture so it’s really hard to compare. I recommend watching the talk from Naughty Dog about the port of The Last of Us from PS3 to PS4 (GDC?). It was a struggle just to run it at target perf.
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NOTimothyLottes
NOTimothyLottes@NOTimothyLottes·
@Duoae Perhaps the context was that the SPUs are technically part of the CPU itself. So you’d do triangle prefiltering on the SPUs (PS3 CPU) but would never try that on the PS4 CPU.
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Duoae
Duoae@Duoae·
It's hard for me to believe someone literally said that the PS3 CPU is stronger than the PS4 CPU... I guess in one isolated metric that's true? But that's like ignoring everythig else going on.
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Kostas Anagnostou
Kostas Anagnostou@KostasAAA·
A walkthrough of a selection of Tomb Raider III’s rendering techniques, good read! @reinigdavid/old-school-rendering-rant-tomb-raider-913f7837de7e" target="_blank" rel="nofollow noopener">medium.com/@reinigdavid/o…
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Soufiane KHIAT
Soufiane KHIAT@SoufianeKHIAT·
Finally! All of that for just showing a dynamic illustration in app! Bunch of algorithms was implemented for this dynamic illustration. WIP version available (github.com/soufianekhiat/… no LaTeX yet!) Depends on ImPlatform for custom shaders github.com/soufianekhiat/… 1/4
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