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    <copyright>Jasmin Patry</copyright>
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      <title>Ghost of Tsushima SIGGRAPH Talks</title>
      <link>https://www.glowybits.com/blog/2022/12/18/ghost_talks/</link>
      <pubDate>Sun, 18 Dec 2022 19:54:00 -0800</pubDate>
      
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      <description>Contents  Introduction Samurai Shading in Ghost of Tsushima Real-Time Samurai Cinema: Lighting, Atmosphere, and Tonemapping in Ghost of Tsushima  Introduction After finishing work on Ghost of Tsushima, I was lucky enough to fulfill one of my life goals (twice over!), by giving a couple of SIGGRAPH talks. The first was in 2020 as part of the Physically Based Shading in Theory and Practice course, and the second was in 2021 as part of the Advances in Real-Time Rendering in Games course.</description>
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      <title>Filmic Tonemapping and the Scene-to-Screen Transform</title>
      <link>https://www.glowybits.com/blog/2017/02/26/scene_to_screen/</link>
      <pubDate>Sun, 26 Feb 2017 16:45:54 -0800</pubDate>
      
      <guid>https://www.glowybits.com/blog/2017/02/26/scene_to_screen/</guid>
      <description>Shortly after publishing my last post, I started thinking about the similarity between the scene-to-screen transforms that I showed there, and the shape of the &amp;ldquo;toe&amp;rdquo; of filmic tonemapping operators, and I realized that they&amp;rsquo;re both doing the same thing: compensating for the dim or dark surround of the viewing environment. A filmic tonemapping operator is simulating the response of film that will then be projected in a dark theatre, so it has the &amp;ldquo;scene-to-screen&amp;rdquo; transform already baked in.</description>
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      <title>HDR Display Support in Infamous Second Son and Infamous First Light (Part 2)</title>
      <link>https://www.glowybits.com/blog/2017/01/04/ifl_iss_hdr_2/</link>
      <pubDate>Wed, 04 Jan 2017 07:39:39 -0800</pubDate>
      
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      <description>Welcome Back! (And Happy New Year!) This is the second post of a two-part series discussing the technical aspects of adding HDR support to Infamous Second Son and Infamous First Light. If you haven&amp;rsquo;t read it already, Part 1 discusses our HDR tonemapping and color grading solutions, as well as the HDR-friendly render target format we used to help improve performance. In this post I&amp;rsquo;ll discuss how we matched the look of the SDR and HDR modes (in the darker parts of the image), a couple more performance optimizations, as well as some issues we ran into when combining HDR and 4K on the PS4 Pro.</description>
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      <title>HDR Display Support in Infamous Second Son and Infamous First Light (Part 1)</title>
      <link>https://www.glowybits.com/blog/2016/12/21/ifl_iss_hdr_1/</link>
      <pubDate>Wed, 21 Dec 2016 23:07:41 -0800</pubDate>
      
      <guid>https://www.glowybits.com/blog/2016/12/21/ifl_iss_hdr_1/</guid>
      <description>Introduction Last month, Sucker Punch released patches for both Infamous Second Son and First Light that added HDR and 4K display support. This two-post series will focus on some of the technical aspects of adding HDR support to these games; I&amp;rsquo;ll save a discussion of 4K support for a (possible) separate post. (For a more consumer-oriented description of the features we added with these patches, please see Jason Connell&amp;rsquo;s post on the PlayStation Blog).</description>
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      <title>about</title>
      <link>https://www.glowybits.com/page/about/</link>
      <pubDate>Tue, 13 Sep 2016 22:04:50 -0700</pubDate>
      
      <guid>https://www.glowybits.com/page/about/</guid>
      <description>Hi! I&amp;rsquo;m Jasmin Patry, and this is my blog. I&amp;rsquo;m a Rendering Software Engineer at Sucker Punch, where I&amp;rsquo;ve worked on Infamous 2, Infamous Second Son, Infamous First Light, and Ghost of Tsushima. Previously, I worked at Radical Entertainment on the Hulk, Scarface, and Prototype games. I started making 3D video games as a computer science graduate student at the University of Waterloo, where I made Tux Racer as a project for my graphics class, and I haven&amp;rsquo;t looked back since!</description>
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