Steve McAuley

Computer graphics in the real world

SPU Assisted Rendering

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Ste Tovey and I gave a talk at Develop in Brighton in 2010 on SPU Assisted Rendering. I mostly rehashed old ground, covering our SPU lighting implementation on Blur that was presented at Develop in Liverpool the previous year, while Ste talked about using the SPUs to help with vehicle damage.

A Bizarre Way to do Real-Time Lighting

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At the inaugural Develop in Liverpool back in 2009, Ste Tovey and I presented our SPU lighting technique. Our initial implementation was of course on GPU, but inspired by Matt Swoboda’s work at SCEE R&D, presented at GDC earlier in the year, we realised that we could save a large amount of PS3 GPU time by moving the lighting to the SPUs. Blur was the perfect showcase and the end results speak for themselves.