jendrikillner

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Montreal, Canada
1 comments
31 followers
166 entries
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jendrikillner
September 30, 2018
Graphics Programming weekly - Issue 56 — September 30, 2018
Turing Variable Rate Shading in VRWorks
  • explains what variable rate shading is and what use cases it enables
  • a control texture allows varying of the shading rate on a 16x16 pixel grid
wayback-archive

Turing Mult…
1,934 views
jendrikillner
September 23, 2018
Graphics Programming weekly - Issue 55 — September 23, 2018
Introduction to Turing Mesh Shaders
  • new shader stages on Turing that allows the generation of primitives for direct consumption by the rasterizer
  • task shader: emits mesh shader workgroups
    • allows work on larger clusters, the selection of mesh resolution, …
  • mesh shader…
2,513 views
jendrikillner
September 02, 2018
Graphics Programming weekly - Issue 54 — September 2, 2018

I am going to be on vacation for the next two weeks so this series will take a small break and will return on September 24th.

Pseudo-bandlimited pixel art filtering in 3D – a mathematical derivation
  • presents a filtering approach for a pixel art style in a 3D environ…
2,729 views
jendrikillner
August 26, 2018
Graphics Programming weekly - Issue 53 — August 26, 2018
DD2018: Paul Malin - HDR display in Call of Duty
  • video for the talk that was discussed in issue 42
  • an in-depth overview of color, color spaces, and color transformations
  • discussion of HDR standards
  • ACES pipeline overview
  • implementation of HDR pipeline covering:
    • tone …
2,505 views
jendrikillner
August 19, 2018
Graphics Programming weekly - Issue 52 — August 19, 2018
Efficient rendering of layered materials
  • slides for the layered real-time shading model discussed in issue 38
  • using a statistical analysis of light transport in layered structures
  • a visual explanation of the statistical analysis framework
  • presentation of results, comp…
2,192 views
jendrikillner
August 12, 2018
Graphics Programming weekly - Issue 51 — August 12, 2018
Imperfect Environment Maps
  • using ideas from imperfect shadow map point-cloud rendering to implement reflections
  • generates a point cloud around the track
  • screen space pixels that are close to points of the point cloud tr…
2,739 views
jendrikillner
August 05, 2018
Graphics Programming weekly - Issue 50 — August 5, 2018
Filament - Physically-based rendering engine
  • great in-depth discussion of the full PBR rendering pipeline, documentation for the Filament engine
  • base BRDF model, extended with support for clear coat layer, anisotropic surfaces, and cloth
  • explanation of lighting units …
2,175 views
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jendrikillner
July 29, 2018
Graphics Programming weekly - Issue 49 — July 29, 2018
The Elusive Frame Timing
  • explanation of frame stuttering
  • provides videos and frame by frame comparisons of what is causing the stutter
  • explains how the discrepancy between measured time and actual present time causes the studdering issue
  • current state of graphics API e…
2,379 views
jendrikillner
July 22, 2018
Graphics Programming weekly - Issue 48 — July 22, 2018
Disney Animation Data Sets
  • the history behind the release of the Disney datasets of large-scale scenes
  • comparison of the scene rendered using Disney’s renderer and PBRT 3
wayback-archive

A High-Performance Softw…
1,912 views
jendrikillner
July 15, 2018
Graphics Programming weekly - Issue 47 — July 15, 2018
An introduction to shader derivative functions
  • explanation of partial derivates in pixels shader, (ddx, ddy in HLSL or dFdx, dFdy in OpenGL)
  • the rate of change for variables in a 2x2 pixel grid
  • how they are calculated, how they can be used to calculate face normals fro…
1,158 views
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