SG Series Part 4: Specular Lighting From an SG Light Source

This is part 4 of a series on Spherical Gaussians and their applications for pre-computed lighting. You can find the other articles here: Part 1 – A Brief (and Incomplete) History of Baked Lighting Representations Part 2 – Spherical Gaussians 101 Part 3 – Diffuse Lighting From an SG Light Source Part 4 – Specular Lighting From an SG […]

SG Series Part 1: A Brief (and Incomplete) History of Baked Lighting Representations

This is part 1 of a series on Spherical Gaussians and their applications for pre-computed lighting. You can find the other articles here: Part 1 – A Brief (and Incomplete) History of Baked Lighting Representations Part 2 – Spherical Gaussians 101 Part 3 – Diffuse Lighting From an SG Light Source Part 4 – Specular Lighting From an SG […]

Bindless Texturing for Deferred Rendering and Decals

https://github.com/TheRealMJP/DeferredTexturing https://github.com/TheRealMJP/DeferredTexturing/releases (Precompiled Binaries) To Bind, or Not To Bind Unless you’ve been in a coma for the past year, you’ve probably noticed that there’s a lot of buzz and excitement around the new graphics API’s that are available for PC and mobile. One of the biggest changes brought by both D3D12 and Vulkan is that they’ve ditched […]

Mitsuba Quick-Start Guide

Angelo Pesce’s recent blog post brought up a great point towards the end of the article: having a “ground-truth” for comparison can be extremely important for evaluating your real-time techniques. For approximations like pre-integrated environment maps it can help visualize what kind of effect your approximation errors will have on a final rendered image, and and in many other cases it can […]

Shadow Sample Update

Update 1/24/2016: one of the authors of the Moment Shadow Mapping paper contacted to let me know that there was an issue in my implementation of the 16-bit variant of EVSM. My sample app was clamping the maximum exponential warp factor to 10.0, which can result in overflow for a 16-bit float. This has the […]

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 […]

DX11.2 Tiled Resources

Tiled resources seems to be the big-ticket item for the upcoming DX11.2 update. While the online documentation has some information about the new functions added to the API, there’s currently no information about the two tiers of tiled resource functionality being offered. Fortunately there is a sample app available that provides some clues. After poking […]

SIGGRAPH Follow-Up

So I’m hoping that if you’re reading this, you’ve already attended or read the slides from my presentation about The Order: 1886 that was part of the Physically Based Shading Course at SIGGRAPH last week. If not, go grab them and get started! If you haven’t read through the course notes already there’s a lot […]