jendrikillner

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Montreal, Canada
1 comments
31 followers
166 entries
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jendrikillner
November 10, 2019
Graphics Programming weekly - Issue 106 — November 10, 2019
On Histogram-Preserving Blending for Randomized Texture Tiling
  • the paper presents a modification of histogram-preserving tiling algorithm discussed in issue 45
  • it removes the lengthy 3D optimal transport preprocessing step and replaces it with per-channel lookup table…
1,543 views
jendrikillner
November 03, 2019
Graphics Programming weekly - Issue 105 — November 3, 2019
Dev Preview of New DirectX 12 Features
  • the post introduces new D3D12 features available with latest win10 preview version
  • DirectX Raytracing Tier 1.1 introduces ExecuteIndirect, dynamic raytracing PSO additions and Inline Raytracing
  • Inline Raytracing allows RayQuery to…
1,501 views
jendrikillner
October 27, 2019
Graphics Programming weekly - Issue 104 — October 27, 2019
srgb eotf: pure gamma 2.2 function or piece-wise function?
  • the article presents the different meaning of the term gamma in different color contexts
  • suggest to always use a piece-wise sRGB function
1,419 views
jendrikillner
October 20, 2019
Graphics Programming weekly - Issue 103 — October 20, 2019
Vulkan Mobile Best Practice: Picking the Most Efficient Load/Store Operations
  • the article describes how the architecture of mobile GPUs is different from PC
  • shows why load/store operations have a significant impact on mobile
  • present a demo application to profile the va…
1,714 views
jendrikillner
October 13, 2019
Graphics Programming weekly - Issue 102 — October 13, 2019
Surface Gradient Based Bump Mapping Framework
  • a mathematical framework for more consistent layering of bump/normal maps using linear surface gradients
  • shows the problems with reliance on vertex level tangent space in existing techniques
  • how to express existing methods …
1,469 views
jendrikillner
October 06, 2019
Graphics Programming weekly - Issue 101 — October 6, 2019
An Introduction To Real-Time Subsurface Scattering
  • in-depth article that provides an overview of subsurface scattering techniques used for games
  • presents the most common techniques found in games, Texture-Space Diffusion, Screen-Space Subsurface Scattering, and Pre-int…
1,748 views
jendrikillner
September 29, 2019
Graphics Programming weekly - Issue 100 — September 29, 2019
Strand-based Hair Rendering in Frostbite
  • the presentation shows the new WIP hair rendering system
  • a realtime system that is based on hair stands instead of cards
  • strands are rasterized into shadow and deep opacity maps
  • for performance reasons, a visibility buffer is wr…
1,659 views
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jendrikillner
September 22, 2019
Graphics Programming weekly - Issue 99 — September 22, 2019
Improved normal reconstruction from depth
  • the article presents what kind of artifacts happen when reconstructing normals from world space positions
  • suggests how to reduce the artifacts by selecting triangles that are most likely to have originated from the same object
1,867 views
jendrikillner
September 15, 2019
Graphics Programming weekly - Issue 98 — September 15, 2019
The making of Gears 5: how the Coalition hit 60fps - and improved visual quality
  • interview discussing the details of the Gear 5 implementation
  • all post-processing and UI rendering is done post-upscaling in the output resolution
  • using Relaxed Cone Stepping for extra det…
1,444 views
jendrikillner
August 12, 2019
Graphics Programming weekly - Issue 97 — September 8, 2019
Engineering Career Guide [LEAKED]
  • guide by Roblox for the career development of rendering engineers
  • what jobs are required, how to learn and personally take control of directed development
1,010 views
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