I was invited to present in EVA 2016 that took place in Palermo, Buenos Aires, Argentina.
Continue reading “EVA 2016 – Deferred Shading in DirectX 12”
🎮 Welcome to my portfolio. I'm Nicolás Bertoa, a C++ developer specialized in Unreal Engine with 15+ years of professional experience at DreamWorks and Sony. Here I share technical demos, personal projects, and experiments. Check out my Demo Reels or explore my latest work below 👇
I was invited to present in EVA 2016 that took place in Palermo, Buenos Aires, Argentina.
Continue reading “EVA 2016 – Deferred Shading in DirectX 12”
In this post, I am going to describe some changes I did to my DirectX 12 rendering engine.
In this post, I am going to tell you about the changes I did in my little engine.
Continue reading “DirectX 12 Engine – Image Based Lighting (IBL) + Tone Mapping”
In this post, I am going to tell you about how my little engine is going.
Continue reading “DirectX12 Engine – Metals, Normal Mapping, Tessellation, Displacement Mapping”
In this post, I want to show my progress with DirectX12. I am going to show the base of my current DirectX12 architecture.
Continue reading “DirectX12 – Multithread Architecture: A First Approach”
In this post, I want to share the games I made (with different teams) in Global Game Jam’s from 2011 to 2014
In this post, I will write about my master’s thesis project (2013). Its title is “Artificial Intelligence in Games: Developing a game partner using natural language generation.”
Proper gamma correction is probably the easiest, most inexpensive, and most widely applicable technique for improving image quality in real-time applications.
In this post, we are going describe what gamma and gamma correction are, why they are important, most common problems, and how to solve them.
Recently, I recorded some videos where I teach C++ and basic 3D Math.
They are in Spanish (my native language), and I uploaded them to youtube and made 2 playlists.
In this post, we will describe how to initialize DirectX 12.