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Kevin Örtegren | Portfolio site of Kevin Örtegren

Portfolio site of Kevin Örtegren. Clustered Shading: Assigning arbitrarily shaped convex light volumes using conservative rasterization. Implicit Clustered Deferred Shading. OpenGL 4.x Rendering. GPGPU OpenGL 4.x Rendering. OpenGL 4.x Qt Tools. Game OpenGL 4.x. OpenGL 4.x Qt Tools. Follow me on LinkedIn.

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Kevin Örtegren | Portfolio site of Kevin Örtegren | kevinortegren.com Reviews
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Portfolio site of Kevin Örtegren. Clustered Shading: Assigning arbitrarily shaped convex light volumes using conservative rasterization. Implicit Clustered Deferred Shading. OpenGL 4.x Rendering. GPGPU OpenGL 4.x Rendering. OpenGL 4.x Qt Tools. Game OpenGL 4.x. OpenGL 4.x Qt Tools. Follow me on LinkedIn.
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3 about me
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education,projects,about me,recent work,all works,game,gpgpu,opengl 4 x,publication,rendering,tools,white paper,directx12 publication rendering,directx11 rendering,starcraft ai,resource manager,real time interactive water,real time ray tracer,treenity
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Kevin Örtegren | Portfolio site of Kevin Örtegren | kevinortegren.com Reviews

https://kevinortegren.com

Portfolio site of Kevin Örtegren. Clustered Shading: Assigning arbitrarily shaped convex light volumes using conservative rasterization. Implicit Clustered Deferred Shading. OpenGL 4.x Rendering. GPGPU OpenGL 4.x Rendering. OpenGL 4.x Qt Tools. Game OpenGL 4.x. OpenGL 4.x Qt Tools. Follow me on LinkedIn.

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Implicit Clustered Deferred Shading | Kevin Örtegren

http://www.kevinortegren.com/portfolio/implicit-clustered-deferred-shading

Portfolio site of Kevin Örtegren. Implicit Clustered Deferred Shading. This project shows a very simple implementation of a CPU-based Clustered Deferred Shading technique inspired by Emil Persson’s SIGGRAPH presentation. As stated in the paper, the tests are performed on an older laptop. I ran a quick test on a more powerful rig(GTX 970, i7-4790K, 16GB RAM) and here is the difference between the two setups:. 24x12x32 clusters on GTX660m. Shading: 6.08ms Light assignment: 2.2ms Total: 8.28ms.

2

Basic Scene Editor | Kevin Örtegren

http://www.kevinortegren.com/portfolio/basic-scene-editor

Portfolio site of Kevin Örtegren. This is a basic scene editor created as a project in a 3D-programming course. It’s written using DirectX10(native C ) and Windows Forms(Managed C ). Paint terrain using 4 different textures. Add 2D and 3D sound. Set custom filters on sounds. Occlusion factor for lowering volume of 3D sounds behind objects. Change shadow map resolution and depth bias. C (native and managed). Jan 2012 - March 2012 50%. OpenGL 4.x Qt Tools. OpenGL 4.x Qt Tools. Follow me on LinkedIn.

3

Projects | Kevin Örtegren

http://www.kevinortegren.com/portfolio

Portfolio site of Kevin Örtegren. Clustered Shading: Assigning arbitrarily shaped convex light volumes using conservative rasterization. Implicit Clustered Deferred Shading. OpenGL 4.x Rendering. GPGPU OpenGL 4.x Rendering. OpenGL 4.x Qt Tools. Game OpenGL 4.x. OpenGL 4.x Qt Tools. Follow me on LinkedIn.

4

Real-time Interactive Water | Kevin Örtegren

http://www.kevinortegren.com/portfolio/real-time-interactive-water

Portfolio site of Kevin Örtegren. During the development of the game Root Force. The implementation is done using OpenGL compute shaders, tessellation and various screen-space techniques. Real-time Interactive Water White Paper. Older video of water simulation used in Root Force. Feb 2014 - March 2014. Implicit Clustered Deferred Shading. Clustered Shading: Assigning arbitrarily shaped convex light volumes using conservative rasterization. OpenGL 4.x Qt Tools. OpenGL 4.x Qt Tools. Follow me on LinkedIn.

5

About Me | Kevin Örtegren

http://www.kevinortegren.com/about-me

Portfolio site of Kevin Örtegren. I’m Kevin and this is my simple website where I write about projects I do. Previously, I studied for a M.Sc in Game and Software Engineering. Started 2010) at Blekinge Institute of Technology. Right now I’m on the Tech Team at Guerrilla Games. In Amsterdam doing rendering stuff for Horizon: Zero Dawn. You can reach me at me@kevinortegren.com if you have any questions about anything. Follow me on LinkedIn.

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Simple Alternative to Clustered Shading for Thousands of Lights | World Of Fries

https://worldoffries.wordpress.com/2015/02/19/simple-alternative-to-clustered-shading-for-thousands-of-lights

Simple Alternative to Clustered Shading for Thousands of Lights. I recently spent some time experimenting with GPU ray traced shadows, and it gave me and idea for a way to handle thousands of dynamic lights in a very simple and easy to implement manner. I couldn’t find any references to anyone doing something similar, so I call it. Like Clustered Shading, BVH Accelerated Shading will work with both forward and deferred renderers. 1 Build and maintain a spatial hierarchy of lights. 2 Pack the visible ligh...

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Portfolio site of Kevin Örtegren. Clustered Shading: Assigning arbitrarily shaped convex light volumes using conservative rasterization. Implicit Clustered Deferred Shading. OpenGL 4.x Rendering. GPGPU OpenGL 4.x Rendering. OpenGL 4.x Qt Tools. Game OpenGL 4.x. OpenGL 4.x Qt Tools. Follow me on LinkedIn.

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