A Sampling of Shadow Techniques

A little over a year ago I was looking to overhaul our shadow rendering at work in order to improve overall quality, as well as simplify the workflow for the lighting artists (tweaking biases all day isn’t fun for anybody). After doing yet another round of research into modern shadow mapping techniques, I decided to […]

HLSL User Defined Language for Notepad++

When it comes to writing shaders, Notepad++ is currently my editor of choice. The most recent release of Notepad++ added version 2.0 of their User Defined Language (UDL) system, which adds quite a few improvements. I’ve been using an HLSL UDL file that I downloaded from somewhere else for a while now, and I decided […]

A Quick Overview of MSAA

Previous article in the series: Applying Sampling Theory to Real-Time Graphics Updated 1/27/2016 – replaced the MSAA partial coverage image with a new image that illustrates subsamples being written to, as suggested by Simon Trümpler. MSAA can be a bit complicated, due to the fact that it affects nearly the entire rasterization pipeline used in GPU’s. […]

A quick note on shader compilers

This morning I was wrestling with  a particularly complicated compute shader, which was taking just shy of 10 minutes to compile using D3DCompiler_43 from the June 2010 DirectX SDK. After a few failed attempts to speed it up by rearranging the code, I figured I’d try it out with the new version of the compiler […]

Light Indexed Deferred Rendering

There’s been a bit of a stir on the Internet lately due to AMD’s recent Leo demo, which was recently revealed to be using a modern twist on Light Indexed Deferred Rendering. The idea of light indexed deferred has always been pretty appealing, since it gives you some of the advantages of deferred rendering (namely […]