jendrikillner

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Montreal, Canada
1 comments
31 followers
166 entries
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jendrikillner
February 21, 2021
Graphics Programming weekly - Issue 171 — February 21, 2021
Bilinear down/upsampling, aligning pixel grids, and that infamous GPU half pixel offset
  • the article shows a few ways of doing bilinear upsampling and downsampling
  • explains why it’s essential to follow the same convention everywhere and verify that no unintended …
3,464 views
jendrikillner
January 31, 2021
Graphics Programming weekly - Issue 168 — January 31, 2021
Improved Shader and Texture Level of Detail Using Ray Cones
  • the paper introduces a new method for Mip level selection, including anisotropic filtering in a raytracer
  • presented technique is not based on screen space derivatives
  • extends the technique to apply to texture…
4,552 views
jendrikillner
January 24, 2021
Graphics Programming weekly - Issue 167 — January 24, 2021
A Failed Adventure in Avoiding Temporal Anti-Aliasing
  • the author provides an overview of anti-aliasing solutions
  • what problems temporal techniques have, look at alternative solutions
  • and experience trying to avoid using temporal techniques in a game production
3,024 views
jendrikillner
January 17, 2021
Graphics Programming weekly - Issue 166 — January 17, 2021
RenderDoc ‘Ref All Resources’ + Vulkan + Memory Aliasing = Beware
  • the post shows how aliased resources can cause problems when doing render doc captures
  • aliased textures that are captured might need barrier transitions, which can corrupt other textures in the…
3,347 views
jendrikillner
January 10, 2021
Graphics Programming weekly - Issue 165 — January 10, 2021
Rendering a Sphere on a Quad
  • the article explains in detail how to render a raytraced sphere that interacts with other parts of the Unity rendering pipeline
  • covers how to use a billboard to render there sphere, explaining how to calculate an optimal camera facing quad…
3,572 views
jendrikillner
January 03, 2021
Graphics Programming weekly - Issue 164 — January 3, 2021
[video] How to texture a procedural object
  • the video tutorial explains the fundamentals of texture mapping in ShaderToy
  • describes how to apply a texture map to a 3D cube, sphere using tri-planar mapping
  • additionally describes how to animate a second texture set onto a…
1,741 views
jendrikillner
December 27, 2020
Graphics Programming weekly - Issue 163 — December 27, 2020
Why are video games graphics (still) a challenge? Productionizing rendering algorithms
  • the article provides an overview of considerations when developing a graphics technique for video games
  • presents how game design, workflow, performance, artist controllability, &hel…
3,275 views
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jendrikillner
December 20, 2020
Graphics Programming weekly - Issue 162 — December 20, 2020
Hallucinations re: the rendering of Cyberpunk 2077
  • the article presents a breakdown of a Cyberpunk 2077 frame
  • looking at the different passes that create the final image, what techniques are employed
  • how the gbuffer is structured, volumetrics, decals, culling ……
2,017 views
jendrikillner
December 13, 2020
Graphics Programming weekly - Issue 161 — December 13, 2020
Cameras and Lenses
  • the article gives an understanding of how different types of camera and lenses work
  • provides many interactive examples that explain the various elements, aspects and how they interact
2,258 views
jendrikillner
December 06, 2020
Graphics Programming weekly - Issue 160 — December 6, 2020
Black skin in your stylized dimly-lit video game
  • The article presents how important reflectivity of Black skin is for believable results
  • it shows how to adjust textures and the Unity PBR shaders (specular workflow) to decouple specular color from the glossiness
2,458 views
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