After I finished the bokeh sample, there were a few remaining issues that I wanted to tackle before I was ready to call it “totally awesome” and move on with my life. Good blur – in the last sample I used either a 2-pass blur on a poisson disc performed at full resolution, or a […]
Before I bought a decent DSLR camera and started putting it in manual mode, I never really noticed bokeh that much. I always just equated out-of-focus with blur, and that was that. But now that I’ve started noticing, I can’t stop seeing it everywhere. And now every time I see depth of field effects in […]
Radiosity isn’t exactly new. According to Wikipedia it’s been used for rendering since the early 80’s, and this page looks like it may have been the first web page on the Internet. The basic premise is dead simple: for each point where you want to bake lighting (typically either a texel in a lightmap, or […]
D3D11 came with a whole bunch of new big-ticket features that received plenty of attention and publicity. Things like tessellation, compute shaders, and multithreaded command submission have the subject of many presentations, discussion, and sample apps. However D3D11 also came with a few other features that allow more “traditional” rendering approaches to benefit from the increased programmability of graphics hardware.
A long while ago I was looking into morphological antialiasing (MLAA) to see if I could somehow make it practical for a GPU that isn’t the latest monster from Nvidia or ATI. With MLAA most people talk about how nicely it cleans up edges (which it certainly does), but for me the really cool part […]
Recently I’ve been experimenting with AA techniques, and one of the avenues I was pursuing required me to read back subsamples and use them to compute coverage. However I quickly ran into the problem that I didn’t know the sample position for a given subsample index. With FEATURE_LEVEL_10_1 and FEATURE_LEVEL_11 there are standard MSAA patterns […]
A few months ago my coworker showed me some slides from a presentation by tri-Ace regarding their game “Star Ocean 4”. The slides that really caught my eye were pages 90 to 96, where they discussed their approach to tone mapping. Instead of using the standard Reinhard tone mapping operator that everybody is so fond […]