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

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/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 […]

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

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/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 […]

Bindless Texturing for Deferred Rendering and Decals

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/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. […]

Mitsuba Quick-Start Guide

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/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 […]

Weighted Blended Order-Independent Transparency

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/weighted-blended-oit/ https://mynameismjp.files.wordpress.com/2014/02/blendedoit.zip Back in December, Morgan McGuire  and Louis Bavoil published a paper called Weighted Blended Order-Independent Transparency. In case you haven’t read it yet (you really should!), it proposes an OIT scheme that uses a weighted blend of all surfaces that overlap a […]

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 […]