Nov 29, 2011

New myFinancialTracker from RBC

RBC just rolled out new myFinancialTracker, which seems to be very close to  I loved's ability to show all your bank accounts and assets at one place, but my concern was having all my account info in their database.

RBC's new myFinancial Tracker says:

myFinanceTracker now gives you complete control of your finances by letting you view all your accounts in one place.

  • Link your RBC Royal Bank mortgage, investments and loans.
  • Link accounts you have at other financial institutions.
  • Even add assets or liabilities not linked to a financial institution like a loan from a family member or the equity in your house.
See? Now it's same as, so if you are a RBC customer, why don't you give it a try?

Nov 16, 2011

Optimized Oren-Nayar Approximation Shader Code

We presented this approximation code as part of our KGC 2011 presentation. Let me just show the code for those people who don't want to read the whole presentation.  I've also mentioned this to Wolfgang Engel during KGC 2011 because our previous Oren-Nayar code was from his wiki book.

The best part of this approximation code is that we eliminated the texture look-up, which turned out to be bottleneck for us. It is not mathematically correct, but worked fine for our game, Warhammer 40,000: Space Marine.

half ComputeOrenNayarLighting_Fakey( half3 N, half3 L, half3 V, half roughness )
  // Through brute force iteration I found this approximation. Time to test it out.
  half LdotN = dot( L, N );
  half VdotN = dot( V, N );
  half result = saturate(LdotN);
  half soft_rim = saturate(1-VdotN/2); //soft view dependant rim
  half fakey = pow(1-result*soft_rim,2);//modulate lambertian by rim lighting
  half fakey_magic = 0.62;
  //(1-fakey)*fakey_magic to invert and scale down the lighting
  fakey = fakey_magic - fakey*fakey_magic;
  return lerp( result, fakey, roughness );

Related Posts:

Nov 15, 2011

Slides: The Rendering Tech of Space Marine

One that Daniel and I presented at KGC 2011.  First half is a quick overview of our rendering passes, and second half is about Screen Space Decal and World Occlusion technique we used for Space Marine.

Feedback on My KGC 2011 Presentation

After I presented The Rendering Tech of Warhammer 40,000: Space Marine at KGC 2011 with my co-worker, Dr. Daniel Barrero, I was curious what the audience thinks about our presentation.  So, here I compiled all the feedback I was able to find on the net.  All feedback is pretty positive so far.


Original Text: 그래픽스 관련 강연을 주로 많이 들었는데, 괜찮은 강연들이 꽤 많았습니다. 새로운 기술을 설명하는 강연부터, 상용화된 게임에서 어떻게 적용하는지에 대한 내용들이 괜찮았습니다. 특히나 워해머 강연은.. 강추…ㅠ.ㅠ (자세한 내용은 다음 글에…)
Google Translation: I've heard a lot of graphics related primarily lecture, were many there are quite a good speech. From lectures to explain the new technology commercially available in the game of how to apply it was fine for the information. Especially Warhammer lecture. Gangchu ... tires screech (the following article for more information.)
My Translation: I attended mostly graphics-related presentations and a lot of them were pretty good.  Some explained actual theory, and the other explained how to apply those to commercial games. Especially, I highly recommend Warhammer 40K lecture. (Will post more about this in another post later)


Original Text: kgc 1일차 2일차를 통 틀어서 워해머 스페이스 마린의 렌더링 기술 섹셕이 가장 좋은 세미나가 아닌가 싶다. 특히 "우린 수학적인 검증따윈 신경안쓴다. 오직 룩만 좋으면 그걸로 끝이다"라는 얘기가 무한 공감간다 ㅋㅋㅋ
Google Translation:  kgc 1 Day 2 through Day Warhammer Space Marines lay seksyeokyi rendering technology like Is not the best seminars. In particular, "We do not care anymore mathematical verification, only if you're rukman're done with it," the story takes an infinite gonggam ㅋ ㅋ ㅋ
My Translation: Among the lectures presented on 1st and 2nd day of KGC 2011, I think the best one was The Rendering Tech of Warhammer 40,000: Space Marine. Especially, I completely agree with what they said during the presentation: "We are not really Nazi about mathematical correctness.  If it looks right to artists, that's the end of the story".

Original Text: ...해외 유명게임 개발자가 와서 강연해 주고 있는데(클라 프로그래머라면 누구든 꿈꾸는 그런 인물!) 맨 앞자리에서 쳐 졸고 있질 않나...(그래, 워해머40K 스페이스마린 렌더링 기술 강연때 맨 왼쪽 앞에 앉은 너희 두놈) 밖에서 받은 기념품 봉지를 뽀시락거리면서 싱경 거슬리게 하지 않나...
Google Translation: ... Internationally renowned game developers, and which came gangyeonhae (client programmers dream of such a person with anyone!), Hit the top in the front seat asleep, is not it displaced ... (yeah, Warhammer 40K Space Marines sitting in front of the left-rendering technology, you two clowns gangyeonttae ) received gift bags from outside, is not disturbed singgyeong pposirakgeorimyeonseo ...
My Translation: ... While famous foreign game developers, who any client programmers would look up to, were presenting, some stupid students were dozing at the first row.  Yes I'm talking about you two who were sitting at the very front in the Rendering Tech of Warhammer 40,000: Space Marine presentation. Also some students annoyed me by making noise from the gift wrapping paper ...

Original Text: ... 꼭 듣고 싶은 강의는... 11월 8일... 16:30~18:40 = 스페이스 마린의 렌더링 기술
Google Translation: ... Lecturers want to hear it ... Nov. 8. 16:30 to 18:40 = rendering technology of the Space Marines
My Translation: Lectures I really want to attend... Nov 8, 16:30 ~ 18:40 = the Rendering Tech of Space Marine

Original Text: 제가 존경하는 게임개발자이신 포프님입니다 ㅇㅂㅇ.... 처음엔 게임개발에 관심가지고 정보 찾아보다가 포프님 블로그에서 북미게임기업취업에 대해 다루는 글을 보게 되었고 댓글을 달면서 소통하다가 알게된분이심. 작년엔 일이있으셔서 KGC 강연에 참가 못하셨는데 올해는 KGC에 참가하시네요 ㅇㅂㅇ ....(프로그래밍 잘 못하지만 가고싶은...근데 수능이랑 겹치지 ㅋㅋ OTL) 나도 커서 포프님처럼 남들앞에서 떨지않고 뭔가 발표하거나 강연해보고 싶은...
Google Translation: Hi I am Pope, who is a respected game developers ㅇ ㅇ f. .... At first I got interested in game development popeunim search of information on a blog that covers some of North America, game companies look for employment and have learned a comment dalmyeonseo minutes hadaga eccentric communication. Have you participated in twelve lectures last year for letting KGC KGC Did not participate in this year was rubbish ....( ㅇ ㅇ Programming f. .. Then I want to go but do not overlap and ㅋ ㅋ SAT OTL) I tremble at the cursor in front of others like you Pope announced, but something or willing to talk ...
My Translation: Pope, the game programmer I respect, is presenting at KGC 2011. I did get to know him while reading and replying to his blog posts on being a game developer in North America. (Although I'm not a good programmer yet, I wish I could attend his presentation.  But I have to take SAT test that day.. -shrugs-)... In the future, I hope to present something in front of people confidently just like Pope.

Original Text: 다니엘 베리노 렐릭엔터테인먼트 프로그래머와 킴 포프 수석 그래픽 프로그래머도 공동연사로 나선다. 둘 다 게임엔진과 게임그래픽 분야의 대가다.
Google Translation: Daniel and Kim Pope berino relrikenteoteinmeonteu senior graphics programmer programmer co-speakers out there. Both the soldier in the field of game engine and game graphics.
My Translation: Also Daniel Barrero (Graphics Programmer) and Pope Kim (Senior Graphics Programmer) from Relic Entertainment are co-presenting at KGC 2011.  Both are the masters of Game Engines and Computer Graphics.