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 […]

SG Series Part 3: Diffuse 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-3-diffuse-lighting-from-an-sg-light-source/ This is part 3 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 […]

SG Series Part 2: Spherical Gaussians 101

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/sg-series-part-2-spherical-gaussians-101/ This is part 2 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 RepresentationsPart 2 – Spherical Gaussians 101Part 3 – Diffuse Lighting From […]

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 […]

New Blog Series: Lightmap Baking and Spherical Gaussians

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/new-blog-series-lightmap-baking-and-spherical-gaussians/ So nearly year and a half ago myself and Dave Neubelt gave a presentation at SIGGRAPH where we described the approach that we developed for approximating incoming radiance using Spherical Gaussians in both our lightmaps and 3D probe grids. We had planned on releasing a source […]

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. […]

Stairway To (Programmable Sample Point) Heaven

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/programmable-sample-points/ What Is and Should Never Be Historically, the sub-pixel location of MSAA sample points was totally out of your control as a programmer. Typically the hardware used rotated grid patterns such as this one, which were fixed for every pixel in your render target. For FEATURE_LEVEL_10_1, […]

SIGGRAPH Follow-Up: 2015 Edition

SIGGRAPH 2015 wrapped up just a few days ago, and it really was fantastic this year! There was tons of great content, and I got a chance to meet up with some of best graphics programmers in the industry. I wanted to thank anyone that came to my talk at Advances in Real-Time Rendering, as well […]

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 […]