jendrikillner

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Montreal, Canada
1 comments
31 followers
166 entries
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jendrikillner
July 08, 2018
Graphics Programming weekly - Issue 46 — July 8, 2018
Progressive Sampling Strategies for Disk Light Sources
  • comparison of combinations of six different sampling strategies for disk area light sources and 9 sample sequences
  • testing is done for wholly and partially illuminated regions
  • the best result could be achieved with…
1,244 views
jendrikillner
July 01, 2018
Graphics Programming weekly - Issue 45 — July 1, 2018
High-Performance Procedural Noise using an Histogram-Preserving Blending Operator
  • a technique that allows the generation of infinite output space from a small example texture (such a grass, snow) in a pixel shader only
    • for example tillable terrain textures
    • cheap to ev…
4,246 views
jendrikillner
June 24, 2018
Graphics Programming weekly - Issue 44 — June 24, 2018
Breaking down barriers – part 3: multiple command processors
  • discusses problems with synchronization between unrelated work when using a single command queue
  • showcases how two command queues can achieve better overall utilization at the cost of longer latency
1,055 views
jendrikillner
June 17, 2018
Graphics Programming weekly - Issue 43 — June 17, 2018
Using Compute Post-Processing in Vulkan on Mali
  • how to use two Vulkan queues to enable optimal scheduling for compute-shader based post-processing
  • discussion how fragment → compute can introduce bubbles on the hardware
  • uses two software queues with semaphore synchroniz…
1,158 views
jendrikillner
June 10, 2018
Graphics Programming weekly - Issue 42 — June 10, 2018
Real-World Measurements for Call of Duty: Advanced Warfare
  • this in-depth document (26 pages) covers how real-world measurement is used to achieve correct lighting in call of duty
  • explanation of camera concepts
  • getting relative EV differences between light and shadowed …
1,097 views
jendrikillner
June 06, 2018
Graphics Programming weekly - Issue 41 — June 3, 2018
The Machinery Shader System (part 3)
  • shader authors can define variations of shaders with a number of systems
  • each system can inject code/resources/constants into the shader
  • a material allows specifications of which shaders belong together, which systems they use and a…
1,210 views
jendrikillner
May 27, 2018
Graphics Programming weekly - Issue 40 — May 27, 2018
INSIDE shipping on iOS
  • many optimization lessons learned for mobile
  • how to deal with shader preloading
  • discussion of error detection in automated image comparison tests
  • increased game brightness to reduce the use of display backlights to save battery and reduce heat
  • us…
1,419 views
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jendrikillner
May 20, 2018
Graphics Programming weekly - Issue 39 — May 20, 2018
Kernel Foveated Rendering
  • implements foveated rendering through usage of log-polar transformation
  • gbuffer is written as normal, attributes transformed into sub-resolution textures using a log-polar transformation
  • shading is done in log-polar space before the results ar…
1,104 views
jendrikillner
May 13, 2018
Graphics Programming weekly - Issue 38 — May 13, 2018
Optimizing Vulkan for AMD and the tale of two Vulkan drivers
  • experience of using vulkan with AMD drivers (stock and open source)
  • comparison of register usage with different shader compilers
wayback-archive

Vulk…
1,103 views
jendrikillner
May 06, 2018
Graphics Programming weekly - Issue 37 — May 6, 2018
Stylized VFX in RIME – Water Edition
  • how the stylized vfx in Rime was implemented
  • short overview of fire and smoke effect
  • in-depth overview of the water rendering implementation
wayback-archive

SPIRV-Cross - Ref…
1,103 views
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