jendrikillner

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Montreal, Canada
1 comments
31 followers
166 entries
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jendrikillner
April 25, 2020
Graphics Programming weekly - Issue 129 — April 26, 2020
flowchart for descriptor set setup in Vulkan
  • a flowchart that provides an overview of the descriptor set binding logic of the Vulkan API
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1,880 views
jendrikillner
April 19, 2020
Graphics Programming weekly - Issue 128 — April 19, 2020
Bilinear texture filtering – artifacts, alternatives, and frequency domain analysis
  • provides an introducing into linear blending
  • explaining that pixels are no signal but rather samples taken at a given location
  • presents the star-shaped artifact of bilinear filtering
  • d…
2,537 views
jendrikillner
April 12, 2020
Graphics Programming weekly - Issue 127 — April 12, 2020
Evolving Path of Exile's Renderer
  • the talk presents an overview of rendering features developed for Path of Exile
  • showing what constraints the game provides and how it enables these implementations
  • Point Light Shadows (Screenspace Hierarchical Variance shadow maps)
  • Sc…
1,611 views
jendrikillner
April 05, 2020
Graphics Programming weekly - Issue 126 — April 5, 2020
NVIDIA Vulkan Ray Tracing Tutorials
  • collection of Vulkan tutorials for the VK_KHR_ray_tracing extension
  • the tutorial starts from a working .obj rendering using rasterization and then integrates raytracing
  • additional topics covered are Anti-Aliasing, handling thousands…
1,947 views
jendrikillner
March 29, 2020
Graphics Programming weekly - Issue 125 — March 29, 2020
Hierarchical Depth Buffers
  • the article presents what Hierarchical depth buffers are, what they are used for and how to generate them
  • two different techniques for calculating these buffers are presented
  • one pixel shader based method and a compute shader variation
  • the c…
1,364 views
jendrikillner
March 22, 2020
Graphics Programming weekly - Issue 124 — March 22, 2020
Announcing DirectX 12 Ultimate
  • post containing an overview of the new D3D12 Feature level 12_2 now called DirectX 12 Ultimate
  • covers Variable Rate Shading, Mesh Shaders, DirectX Raytracing 1.1 and Sampler Feedback
  • fully supported on PC and Xbox Series X
1,585 views
jendrikillner
March 15, 2020
Graphics Programming weekly - Issue 123 — March 15, 2020
Fresnel Equations, Schlick Approximation, Metals, and Dielectrics
  • the post presents the fresnel equations that are used for smooth metals and surfaces such as water
  • shows the Schlick approximations and compares them to the equations and where to retrieve the necessary…
910 views
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jendrikillner
March 08, 2020
Graphics Programming weekly - Issue 122 — March 8, 2020
How Epic Games is handling auto exposure in 4.25
  • the article explains how exposure used to work in Unreal Engine 4.24
  • what problems the behavior caused and how the new implementation solves these problems
  • looking at grey-point targeting, physical exposure units, lens …
1,941 views
jendrikillner
March 01, 2020
Graphics Programming weekly - Issue 121 — March 1, 2020
Writing an efficient Vulkan renderer
  • copy of an article that was published in GPU Zen 2, updated for changes introduced with Vulkan 1.1 and 1.2
  • covering memory management, Descriptor sets, command buffers, pipeline barriers, render passes and pipeline management
1,168 views
jendrikillner
February 23, 2020
Graphics Programming weekly - Issue 120 — February 23, 2020
sokol_gfx.h Backend Tour
  • a 3 part series that provides an overview of the backend implementations of sokol_gfx for the OpenGL, D3D11 and Metal implementation
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1,355 views
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