Posts
2021
2019
2018
- Breaking Down Barriers - Part 6: Experimenting With Overlap and Preemption Dec 10
- Breaking Down Barriers – Part 5: Back To The Real World Sep 9
- Breaking Down Barriers - Part 4: GPU Preemption Jul 4
- Breaking Down Barriers - Part 3: Multiple Command Processors Jun 18
- Breaking Down Barriers - Part 2: Synchronizing GPU Threads Apr 2
- Breaking Down Barriers - Part 1: What's a Barrier? Mar 6
2016
- SG Series Part 6: Step Into The Baking Lab Oct 10
- SG Series Part 5: Approximating Radiance and Irradiance With SG's Oct 10
- SG Series Part 4: Specular Lighting From an SG Light Source Oct 10
- SG Series Part 3: Diffuse Lighting From an SG Light Source Oct 10
- SG Series Part 2: Spherical Gaussians 101 Oct 10
- SG Series Part 1: A Brief (and Incomplete) History of Baked Lighting Representations Oct 10
- New Blog Series: Lightmap Baking and Spherical Gaussians Oct 10
- Bindless Texturing for Deferred Rendering and Decals Mar 25
- Update For My Shadow Sample Update Jan 25
2015
2013
2012
- HLSL User Defined Language for Notepad++ Nov 5
- Experimenting with Reconstruction Filters for MSAA Resolve Oct 29
- A Quick Overview of MSAA Oct 25
- Applying Sampling Theory To Real-Time Graphics Oct 22
- Signal Processing Primer Oct 15
- Upcoming Series on Signal Processing and MSAA Oct 15
- OpenGL Insights Aug 6
- Looking for a job? Apr 28
- A quick note on shader compilers Apr 14
- Light Indexed Deferred Rendering Apr 1
2011
- 10 Things That Need To Die For Next-Gen Dec 6
- GPU Profiling in DX11 with Queries Oct 13
- Average luminance calculation using a compute shader Aug 10
- I am officially a published author Aug 5
- Anamorphic lens flares: the lens flare of the 2010's? Jun 10
- Bokeh II: The Sequel Apr 20
- Crashes on Nvidia hardware Mar 26
- How To Fake Bokeh (And Make It Look Pretty Good) Feb 28
- Radiosity, DX11 Style Jan 31
- Position From Depth in GLSL Jan 9
2010
- Conservative Depth Output (and Other Lesser-Known D3D11 Features) Nov 15
- Position From Depth 3: Back In The Habit Sep 6
- Deferred MSAA Aug 16
- MSAA Sample Pattern Detector Jul 7
- A Closer Look At Tone Mapping Apr 30
- Attack of the depth buffer Mar 23
- D3D Performance and Debugging Tools Round-Up: PerfHUD Mar 7
- D3D Performance and Debugging Tools Round-Up: PIX Feb 15
- New Series: D3D Performance and Debugging Tools Round-Up Feb 15
- Name Change Feb 6
- Inferred Rendering Jan 10
2009
- Correcting XNA's Gamma Correction Dec 31
- More Post-Processing Tricks: Lens Flare Dec 15
- Two Samples For The Price Of One Dec 6
- New Tutorial: Using PIX With XNA Oct 16
- Scintillating Snippets: Storing Normals Using Spherical Coordinates Jun 17
- What's good on the menu, waiter? May 20
- Reconstructing Position From Depth, Continued May 5
- Undo and Redo: Take 2 Apr 30
- There's More Than One Way To Defer A Renderer Mar 27
- Scintillating Snippets: Reconstructing Position From Depth Mar 10
- Scintillating Snippets: Programatically Adding Content To A Content Project Feb 19
- Deferred Cascaded Shadow Maps Feb 18
- Profiling Events vs. Virtual Functions On The 360 Jan 23
- Deferred Shadow Maps Sample Jan 20
- Teach Your Effects A New Trick Jan 19
- Fun With Compiled Content Jan 18
- Book Recommendation: Real-Time Collision Detection Jan 17