jendrikillner

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Montreal, Canada
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31 followers
166 entries
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jendrikillner
March 10, 2019
Graphics Programming weekly - Issue 76 — March 10, 2019
Real-Time Continuous Level of Detail Rendering of Point Clouds
  • a new technique for continuous level of detail generation of point clouds, designed for VF applications
  • additive point storage, each point is assigned to one level
  • compute shader used to iterate over all points…
1,656 views
jendrikillner
March 03, 2019
Graphics Programming weekly - Issue 75 — March 3, 2019

Missed the content for Feburary? Don’t worry. The summary is now availbale on my patreon: https://www.patreon.com/jendrikillner

Ray Tracing Gems - hybrid rendering for real-time ray tracing
  • the chapter describes the hybrid rendering pipeline used in the PICA PICA demo
  • us…
1,463 views
jendrikillner
February 24, 2019
Graphics Programming weekly - Issue 74 — February 24, 2019
Color Spaces
  • in-depth discussion of color spaces
  • shows how the color response curve influences which color absolute values are referring to
  • explains how to match colors between different color spaces
  • how to represent color spaces visually
  • what negative color values represe…
1,434 views
jendrikillner
February 17, 2019
Graphics Programming weekly - Issue 73 — February 17, 2019

This series can now be supported on Patreon. Vote on the roadmap and monthly summaries for December and January are available as reward tier.

Interactive light map and irradiance volume preview in frostbite
1,503 views
jendrikillner
February 10, 2019
Graphics Programming weekly - Issue 72 — February 10, 2019

This series can now be supported on Patreon. Vote on the roadmap and monthly summaries for December and January are available as reward tier.

Basic Color Science for Graphics Engineers
  • presents how the RGB color representation is based on human vision
  • shows how to visual…
1,979 views
jendrikillner
February 03, 2019
Graphics Programming weekly - Issue 71 — February 3, 2019

The results of the survey have been published here

Approximating water effects using terrain height maps part 1: Reflections
  • discusses screen space reflection and planar reflections techniques
  • presented technique for reflections uses ray-marching against the terrain heig…
1,560 views
jendrikillner
January 27, 2019
Graphics Programming weekly - Issue 70 — January 27, 2019

Thanks for everyone who filled out the survey. I closed the survey. I am analyzing the results and will post them later this week.

New in D3D12 – DRED helps developers diagnose GPU faults
  • D3D12 adds support for DRED (device removed extended data) in the latest windows in…
1,914 views
jendrikillner
January 20, 2019
Graphics Programming weekly - Issue 69 — January 20, 2019
My take on shaders: Color grading with Look-up Textures (LUT)
  • describes lookup table based (LUT) color grading in LDR color space
  • shows how to represent the 3D color space in a 2D image
  • LUT is embedded into the picture during color grading and later used to apply the trans…
1,763 views
jendrikillner
January 13, 2019
Graphics Programming weekly - Issue 68 — January 13, 2019

I am running a small survey to be able to improve the series further this year.

If you have two minutes to spare, please fill out the survey https://goo.gl/forms/nNPzrRpiMERIgtBl2

This week also contains articles that have been published during my vacation since issue 67

Learning D3D1…
1,929 views
jendrikillner
December 16, 2018
Graphics Programming weekly - Issue 67 — December 16, 2018

Thank you everyone for the support in 2018, this is the last post of the series for this year, the next post will be released on January 14, 2019.

I wish you happy holidays and a great start into 2019.

Unified Resource State Management for Vulkan and Direct3D12
  • explains…
2,331 views
jendrikillner
December 09, 2018
Graphics Programming weekly - Issue 66 — December 9, 2018
Breaking down barriers – part 6: experimenting with overlap and preemption
  • the final part of the series
  • presents how different GPUs are able to overlap the workload between
    • different async and graphics queues
    • work on the same graphics queue
  • presents how split barriers in…
1,670 views
jendrikillner
December 02, 2018
Graphics Programming weekly - Issue 65 — December 2, 2018
WebGPU - An Explicit Graphics API for the Web
  • review of problems with classical APIs (OpenGL) and motivations for the creation of WebGPU
  • presentation about Dawn, WebGPU implementation from Google
  • splits into render passes that insert resource transitions between passes aut…
2,567 views
jendrikillner
November 25, 2018
Graphics Programming weekly - Issue 64 — November 25, 2018
Bringing Ray-tracing into Remedy‘s Northlight Engine
  • a brief overview of the concepts of the ray tracing extension
  • started integration with replacing screenspace AO and shadow map implementations
  • how to implement ray trace reflections, techniques to reduce noise and optimi…
2,073 views
jendrikillner
November 18, 2018
Graphics Programming weekly - Issue 63 — November 18, 2018
Modern graphics abstraction and real-time ray tracing
  • overview of architecture
  • multiple render backends are supported at the same time
  • all GPU resources are referred to by a handle, resources can exist on multiple GPUs
  • overview of the high-level command system that is reco…
2,329 views
jendrikillner
November 11, 2018
Graphics Programming weekly - Issue 62 — November 11, 2018
Optimize your engine using compute @ 4C Prague 2018
  • overview of the compute shader execution and pipeline model
  • explains how instructions are executed, what the difference between uniform and non-uniform work is and how it relates to SGPRs and VGPRs
  • using the example of te…
1,707 views
jendrikillner
November 04, 2018
Graphics Programming weekly - Issue 61 — November 4, 2018
An Adaptive Parameterization for Efficient Material Acquisition and Rendering
  • paper on BRDF measurement which proposes a new parameterization that adapts to the behavior of the material
  • able to significantly reduce the number of samples required
  • published a new large datab…
2,039 views
jendrikillner
October 28, 2018
Graphics Programming weekly - Issue 60 — October 28, 2018
Mipmapping with Bidirectional Techniques
  • brief overview about what mips are and how to calculate mip selection in a rasterizer
  • explains ray differentials, a technique that can be used for mip selecttion on primary rays
  • discussion of problems with ray differentials on other…
1,739 views
jendrikillner
October 21, 2018
Graphics Programming weekly - Issue 59 — October 21, 2018
Physically Based Rendering, online
  • the complete 3rd edition of Physically Based Rendering is now online for free
  • the post explains the history of the book and decisions that led to making the book available for free
  • authors can be supported on https://www.patreon.com/pbrbo…
2,181 views
jendrikillner
October 14, 2018
Graphics Programming weekly - Issue 58 — October 14, 2018
Distance Fields
  • explains an O(n) algorithm that calculates 2D distance fields by operating on rows and treating samples as overlapping quadratic parabolas
  • shows ideas to visualize distance fields, generate tiling noise and some use-cases of distance field functions
2,328 views
jendrikillner
October 07, 2018
Graphics Programming weekly - Issue 57 — October 7, 2018
niagara: Cleaning up
  • Vulkan stream - part 3
  • fixing validation layer errors, explanation of pipeline barriers
  • implementation of swap chain resize
  • shader compiler integration with Visual Studio
niagara: Rendering a mesh
  • Vulkan…
1,873 views
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 Multi-View Ren…
1,850 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: ge…
2,430 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 environment
2,642 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 curv…
2,405 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, comparis…
2,153 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 transf…
2,658 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 and …
2,058 views
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 ecosy…
2,333 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 Software Graphi…
1,848 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 from wo…
1,103 views
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