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 Representations Part 2 – Spherical Gaussians 101 Part 3 – Diffuse Lighting From an SG Light Source Part 4 – Specular Lighting From an SG […]

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 (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 […]