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 code demo as well as course notes that would serve as a full set […]

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 […]

Update For My Shadow Sample Update

Recently I was contacted by Christoph Peters (one of the authors of Moment Shadow Mapping) regarding a blog post where I compared EVSM to MSM using my sample app. He noticed that I was incorrectly clamping the maximum exponential warp to 10.0 for the 16-bit variant of EVSM, which can result in values that are greater than what […]

Stairway To (Programmable Sample Point) Heaven

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, D3D added the concept of standard sample patterns that were required to be […]

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

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 […]