jendrikillner

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Montreal, Canada
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31 followers
166 entries
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jendrikillner
February 21, 2021
Graphics Programming weekly - Issue 171 — February 21, 2021
Bilinear down/upsampling, aligning pixel grids, and that infamous GPU half pixel offset
  • the article shows a few ways of doing bilinear upsampling and downsampling
  • explains why it’s essential to follow the same convention everywhere and verify that no unintended shi…
3,091 views
jendrikillner
January 31, 2021
Graphics Programming weekly - Issue 168 — January 31, 2021
Improved Shader and Texture Level of Detail Using Ray Cones
  • the paper introduces a new method for Mip level selection, including anisotropic filtering in a raytracer
  • presented technique is not based on screen space derivatives
  • extends the technique to apply to textures w…
4,210 views
jendrikillner
January 24, 2021
Graphics Programming weekly - Issue 167 — January 24, 2021
A Failed Adventure in Avoiding Temporal Anti-Aliasing
  • the author provides an overview of anti-aliasing solutions
  • what problems temporal techniques have, look at alternative solutions
  • and experience trying to avoid using temporal techniques in a game production
2,683 views
jendrikillner
January 17, 2021
Graphics Programming weekly - Issue 166 — January 17, 2021
RenderDoc ‘Ref All Resources’ + Vulkan + Memory Aliasing = Beware
  • the post shows how aliased resources can cause problems when doing render doc captures
  • aliased textures that are captured might need barrier transitions, which can corrupt other textures in the sa…
2,997 views
jendrikillner
January 10, 2021
Graphics Programming weekly - Issue 165 — January 10, 2021
Rendering a Sphere on a Quad
  • the article explains in detail how to render a raytraced sphere that interacts with other parts of the Unity rendering pipeline
  • covers how to use a billboard to render there sphere, explaining how to calculate an optimal camera facing quad an…
3,212 views
jendrikillner
January 03, 2021
Graphics Programming weekly - Issue 164 — January 3, 2021
[video] How to texture a procedural object
  • the video tutorial explains the fundamentals of texture mapping in ShaderToy
  • describes how to apply a texture map to a 3D cube, sphere using tri-planar mapping
  • additionally describes how to animate a second texture set onto a sp…
1,413 views
jendrikillner
December 27, 2020
Graphics Programming weekly - Issue 163 — December 27, 2020
Why are video games graphics (still) a challenge? Productionizing rendering algorithms
  • the article provides an overview of considerations when developing a graphics technique for video games
  • presents how game design, workflow, performance, artist controllability, &hellip…
2,958 views
jendrikillner
December 20, 2020
Graphics Programming weekly - Issue 162 — December 20, 2020
Hallucinations re: the rendering of Cyberpunk 2077
  • the article presents a breakdown of a Cyberpunk 2077 frame
  • looking at the different passes that create the final image, what techniques are employed
  • how the gbuffer is structured, volumetrics, decals, culling ….
1,685 views
jendrikillner
December 13, 2020
Graphics Programming weekly - Issue 161 — December 13, 2020
Cameras and Lenses
  • the article gives an understanding of how different types of camera and lenses work
  • provides many interactive examples that explain the various elements, aspects and how they interact
1,848 views
jendrikillner
December 06, 2020
Graphics Programming weekly - Issue 160 — December 6, 2020
Black skin in your stylized dimly-lit video game
  • The article presents how important reflectivity of Black skin is for believable results
  • it shows how to adjust textures and the Unity PBR shaders (specular workflow) to decouple specular color from the glossiness
2,135 views
jendrikillner
November 29, 2020
Graphics Programming weekly - Issue 159 — November 29, 2020
[video] Painting a Selfie Girl, with Maths
  • the video presents an in-depth walkthrough that shows how to use signed distance fields (SDF) to create an animated girl
  • explains all used primitives as SDW, how they are combined, and the lighting implementation
  • implementation …
1,489 views
jendrikillner
November 15, 2020
Graphics Programming weekly - Issue 157 — November 15, 2020
CasCmdLine - Few Technical Details
  • brief article that shows how to create a D3D11 device without a window
  • presents that the FXC compiler can export compiled shader to a C compatible header
2,841 views
jendrikillner
November 08, 2020
Graphics Programming weekly - Issue 156 — November 8, 2020
Generating meshes procedurally in Unity
  • the post explains how to generate a procedural mesh
  • describes how to approach the development of an algorithm, provides a list of common mistakes
  • lists advice on how to debug procedural mesh generation issues
4,310 views
jendrikillner
November 01, 2020
Graphics Programming weekly - Issue 155 — November 1, 2020
Adding support for two-level acceleration for raytracing
  • the second part of the blog post series covering raytracing implementation with compute shaders presents the results of splitting the acceleration structure into two levels
  • presents an overview of the implementatio…
1,758 views
jendrikillner
October 25, 2020
Graphics Programming weekly - Issue 154 — October 25, 2020
Screen Space Reflections in Blightbound
  • the articles explains the pitfalls encountered when implementing Screen Space reflections
  • discusses special cases for a 2D game and presents what fallback options have been used if the information is not available
1,662 views
jendrikillner
October 18, 2020
Graphics Programming weekly - Issue 153 — October 18, 2020
GPU-Motunui
  • the post explains the implementation of a path tracer that enables the rendering of the Disney Moana island dataset on an RTX 2070
  • provides an overview of the memory management strategies and scene splitting
2,586 views
jendrikillner
October 04, 2020
Graphics Programming weekly - Issue 152 — October 4, 2020
[video] Beautiful Results From 30 Years Of Light Transport Simulation!
  • the video shows the history of light transport techniques and presents how they perform in complex test cases
  • leading up to “Specular Manifold Sampling for Rendering High-Frequency Caustics and …
2,414 views
jendrikillner
October 04, 2020
Graphics Programming weekly - Issue 152 — October 10, 2020
[video] Beautiful Results From 30 Years Of Light Transport Simulation!
  • the video shows the history of light transport techniques and presents how they perform in complex test cases
  • leading up to “Specular Manifold Sampling for Rendering High-Frequency Caustics and …
2,426 views
jendrikillner
September 27, 2020
Graphics Programming weekly - Issue 151 — September 27, 2020
Porting detroit: become human from playstation® 4 to pc – part 1
  • the post explains the experiences on porting the game from PS4 to PC using Vulkan
  • part 1 of 3 focuses on optimize shader pipeline compilation and descriptor allocation
  • the descriptor allocation is based ar…
3,031 views
jendrikillner
September 20, 2020
Graphics Programming weekly - Issue 150 — September 20, 2020
The Last of Us Part II, material blending, the SDF of a plane.
  • the video tutorial explains how to implement a rust effect on objects that intersect with a water plane
  • describes how to calculate the distance between a point and a plane
  • implemented using the Godot engine
3,204 views
jendrikillner
September 13, 2020
Graphics Programming weekly - Issue 149 — September 13, 2020
Continuous Multiple Importance Sampling (SIGGRAPH 2020 Presentation)
  • the video provides a great explanation of Monte Carlo integration importance sampling
  • presents how to generalize MIS to a from distinct techniques to a continuum of techniques
  • shows how to use the metho…
2,318 views
jendrikillner
September 06, 2020
Graphics Programming weekly - Issue 148 — September 6, 2020
Variable Rate Shading: first impressions
  • the blog post provides an overview of VRS modes, presents some possible use cases and performance numbers from the first tests in Wicket Engine
2,336 views
jendrikillner
August 30, 2020
Graphics Programming weekly - Issue 147 — August 30, 2020
SIGGRAPH 2020 Course: Physically Based Shading in Theory and Practice
  • slides and videos for all course talks are available
  • covering Fresnel modeling, MaterialX, Material Composition, Atmospheres system, and Anisotropic shading
3,639 views
jendrikillner
August 23, 2020
Graphics Programming weekly - Issue 146 — August 23, 2020
Or, "How I turned my side project into a paper at a top graphics conference"
  • the article presents a walkthrough and experiences of getting a paper included in Siggraph 2020
wayba…
1,947 views
jendrikillner
August 16, 2020
Graphics Programming weekly - Issue 145 — August 16, 2020
Best Practices: Using NVIDIA RTX Ray Tracing
  • the article provides an extensive list of best practices for DXR usage
  • covers acceleration structures, GPU utilization, memory allocations, handling of non-opaque geometries, binding, performance and pipeline state best practi…
1,855 views
jendrikillner
August 09, 2020
Graphics Programming weekly - Issue 144 — August 9, 2020
LunarG Releases Enhanced Vulkan Configurator in new SDKs
  • Vulkan SDK release contains a graphics vkconfig tool to allow users to configure layer settings
  • can be enabled to control which layers are active, filter error messages, etc
  • the SDK now also contains Vulkan Synchro…
2,174 views
jendrikillner
August 02, 2020
Graphics Programming weekly - Issue 143 — August 2, 2020
Reverse engineering the rendering of The Witcher 3, part 20 - light shafts
  • the in-depth article presents how the light shafts in The Witcher 3 have been implemented
  • explains how a radial blur can be applied and provides a shadertoy to showcase the example implementation
1,573 views
jendrikillner
July 26, 2020
Graphics Programming weekly - Issue 142 — July 26, 2020
Vulkan synchronisation and graphics-compute-graphics hazards: Part I
  • the article presents an overview of Vulkan barriers and shows how different barriers influence a PowerVR chip’s ability to overlap work
2,432 views
jendrikillner
July 19, 2020
Graphics Programming weekly - Issue 141 — July 19, 2020
Optimizing Compute Shaders for L2 Locality using Thread-Group ID Swizzling
  • the article shows how to improve performance of fullscreen compute shader passes by tiling thread workloads to take advantage of memory locality
  • test cases show an example improvement of 1.47x on …
2,684 views
jendrikillner
July 12, 2020
Graphics Programming weekly - Issue 140 — July 12, 2020
WWDC20 - What's new in Metal and the Apple GPU
  • the article summaries the changes announced at WWDC
  • Apple will transition from Intel CPUs / GPUs to custom hardware
  • the article shows an architecture overview, best performance practices, new hardware, and API features
  • inclu…
1,957 views
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