Posts, page 10

Modern SIMD Programming in the SSE Era

For a very long time now with every new gaming console generation came a new set of hardware. New hardware meant new constraints which meant we had to revisit old optimization tricks, rules, and popular beliefs.

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Animation Compression: Advanced Quantization

I first spoke about this technique at the Game Developers Conference (GDC) in 2017 and the slides for that presentation can be found here. The idea is to take everything that is good about simple quantization and super charge it. Since simple quantization is generally a foundation for the other algorithms, this new variant can be used just as well for the same purpose.

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Animation Compression: GDC 2017 Presentation

In early 2016 I had the opportunity to write a novel animation compression algorithm for Eidos Montreal as part of the game engine previously used by Rise of the Tomb Raider (2015). Later in February 2017, I had the pleasure to present it at the Game Developers Conference (GDC).

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Animation Compression: Unity 5

Unity 5 is a very popular video game engine on mobile devices and other platforms. Being a state of the art game engine, it supports everything you might need when it comes to character animation including compression.

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Animation Compression: Unreal 4

Unreal 4 offers a wide range of documented character animation compression settings.

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