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 […]


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 […]

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. […]

Applying Sampling Theory To Real-Time Graphics

Previous article in the series: Signal Processing Primer Computer graphics is a field that constantly deals with discrete sampling and reconstruction of signals, although you might not be aware of it yet. This article focuses on the ways in which sampling theory can be applied to some of the common tasks routinely performed in graphics […]

Signal Processing Primer

For a theoretical understanding of aliasing and anti-aliasing, we can turn to the fields of signal processing[1] and sampling theory[2]. This article will explain some of the basics of  these two related field in my own words, taking a more theoretical point of view. In the following article the concepts covered here will be used […]

Upcoming Series on Signal Processing and MSAA

Aliasing is everywhere in graphics. Almost everything we do uses discrete sampling, which means almost everything can produce a variety of aliasing artifacts. The folks in the film industry have historically taken a “no aliasing allowed” stance in their work, but in real-time graphics we’re still producing games with more sparkling and shimmering than a […]