fragmentbuffer programming, games, graphics, etc.

Multithreading for Gamedev Students

The slides of another talk I gave in Trinity College Dublin in August 2015. This one gives an intro to the basics of programming for multicore processors, covering the aspects that most apply to developing game engines. — PDF (554k)

Know Your Architecture: Performance Programming for Gamedev Students

A talk given to the M.Sc. IET course in Trinity College Dublin in July 2014. Covers a selection of topics that are important for programming high-performance games, with an extended references section for further reading. — PDF (5.8mb)

Lighting the Open World of New York Zero for Prototype 2

A brief overview of the volumetric ambient lighting system used for Prototype 2. Accepted to Siggraph 2012’s Talks session but cancelled at the last minute due to Radical Entertainent’s closure. — PDF (72k)

Fire, Blood, Explosions: Prototype 2’s Over-the-Top Effects Tech

A feature article in Game Developer Magazine’s April 2012 issue detailing the systems and tech used to implement the particle effects of Prototype 2. Also available to read on Gamasutra. — PDF (486k)

A Scalable and Reconfigurable Shared-Memory Graphics Architecture

A Siggraph 2006 sketch outlining the design of a scalable FPGA-based rendering cluster on which I worked in collaboration with TCD's Computer Architecture Group as part of my PhD. — PDF (7.5mb)

Geopostors: A Real-Time Geometry / Impostor Crowd Rendering System

A paper published at the Siggraph 2005 Symposium on Interactive 3D Graphics and Games (I3D) describing the work done at the Image Synthesis Group on rendering large-scale (10,000+) crowds in real-time. — PDF (672k)

3D Visualisation of Confocal Fluorescence Microscopy Data

Description of a simple GPU-accelerated volume rendering system for visualising the data collected by confocal flourescent microscopes. Presented at Eurographics Ireland 2004. — PDF (672k)

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