Graphics
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
2012
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
- How To Fake Bokeh (And Make It Look Pretty Good) Feb 28
- Radiosity, DX11 Style Jan 31
- Position From Depth in GLSL Jan 9