graphicrants.blogspot.com
Graphic Rants: April 2012
http://graphicrants.blogspot.com/2012_04_01_archive.html
Graphical, textual ramblings of a coder. Sunday, April 29, 2012. First off I'm sorry that I haven't updated this blog in so long. Much of what I have wanted to talk about on this blog, but couldn't, was going to be covered in my GDC talk. But that was cancelled due to forces outside my control. If you follow me on twitter ( @BrianKaris. There has been a lot of talk and excitement recently concerning tiled deferred [1][2] and tiled forward [3] rendering. Sphere = frac{r 2}{d 2}$. Disk = frac{r 2}{r 2 d 2}$.
graphicrants.blogspot.com
Graphic Rants: January 2011
http://graphicrants.blogspot.com/2011_01_01_archive.html
Graphical, textual ramblings of a coder. Sunday, January 30, 2011. Irradiance volumes using volume textures is a technique that has been getting some use lately. Check out the following for some places I've noticed it. Cascaded Light Propagation Volumes). Presentations on the topic. All the same limitations apply in 3d as they do in 2d. Pages will need borders to have proper filtering. The smaller the page size the more waste due to borders and the larger the page table gets. Subscribe to: Posts (Atom).
graphicrants.blogspot.com
Graphic Rants: Tiled Light Culling
http://graphicrants.blogspot.com/2012/04/tiled-light-culling.html
Graphical, textual ramblings of a coder. Sunday, April 29, 2012. First off I'm sorry that I haven't updated this blog in so long. Much of what I have wanted to talk about on this blog, but couldn't, was going to be covered in my GDC talk. But that was cancelled due to forces outside my control. If you follow me on twitter ( @BrianKaris. There has been a lot of talk and excitement recently concerning tiled deferred [1][2] and tiled forward [3] rendering. Sphere = frac{r 2}{d 2}$. Disk = frac{r 2}{r 2 d 2}$.
graphicrants.blogspot.com
Graphic Rants: Tone mapping
http://graphicrants.blogspot.com/2013/12/tone-mapping.html
Graphical, textual ramblings of a coder. Sunday, December 15, 2013. When working with HDR values, two troublesome situations often arise. The first happens when one tries to encode an HDR color using an encoding that has a limited range, for instance RGBM. Values outside the range still need to be handled gracefully, ie not clipped. The second happens when an HDR signal is under sampled. One very bright sample can completely dominate the result. In path tracing these are commonly called fireflies. This o...
graphicrants.blogspot.com
Graphic Rants: Epic, SIGGRAPH, etc
http://graphicrants.blogspot.com/2013/07/epic-siggraph-etc.html
Graphical, textual ramblings of a coder. Sunday, July 28, 2013. Epic, SIGGRAPH, etc. I'm resurrecting this blog from the dead. I'm sorry it's been neglected for a year but I've been busy. If you follow me on twitter ( @BrianKaris. Then this probably isn't news, but for those that don't here's an update:. A year ago I left Human Head and accepted a position on the rendering team at Epic Games. Since then we made the UE4 Infiltrator demo. August 2, 2013 at 7:15 AM. Subscribe to: Post Comments (Atom). I am ...
graphicrants.blogspot.com
Graphic Rants: UE4 available to all
http://graphicrants.blogspot.com/2014/03/ue4-available-to-all.html
Graphical, textual ramblings of a coder. Saturday, March 29, 2014. UE4 available to all. The big news from Epic at GDC this year was that Unreal Engine 4 is now available to everyone for only $19/month 5% royalties. There's been a lot said already about why this is cool, opinions, comparisons to competitors and so forth. From a business model point of view I feel it has been covered better than I could possibly say. If you are interested check out Mark Rein's post. Let me explain why. With the UE4 subscr...
graphicrants.blogspot.com
Graphic Rants: January 2010
http://graphicrants.blogspot.com/2010_01_01_archive.html
Graphical, textual ramblings of a coder. Sunday, January 3, 2010. Subscribe to: Posts (Atom). I am a Senior Graphics Programmer at Epic Games. This blog is a place for me to dump game and graphics related thoughts and share with the greater graphics community. View my complete profile. Diary of a Graphics Programmer. Insomniac Games Research and Development. John Ratcliff's Code Suppository. Mikkelsen and 3D Graphics. Pete Shirley's Graphics Blog. Pixels, Too Many. The Daily DIP Count.
graphicrants.blogspot.com
Graphic Rants: July 2013
http://graphicrants.blogspot.com/2013_07_01_archive.html
Graphical, textual ramblings of a coder. Sunday, July 28, 2013. Epic, SIGGRAPH, etc. I'm resurrecting this blog from the dead. I'm sorry it's been neglected for a year but I've been busy. If you follow me on twitter ( @BrianKaris. Then this probably isn't news, but for those that don't here's an update:. A year ago I left Human Head and accepted a position on the rendering team at Epic Games. Since then we made the UE4 Infiltrator demo. Subscribe to: Posts (Atom). View my complete profile. Mikkelsen and ...
graphicrants.blogspot.com
Graphic Rants: RGBD
http://graphicrants.blogspot.com/2010/01/rgbd.html
Graphical, textual ramblings of a coder. Sunday, January 3, 2010. I am a big fan of this capcom presentation! Especially concerning their motion and DoF blur methods). I really like your posts and your investigation on RGBM and RGBD. Concerning the accumulation problem, lets propose a new shader: the blend shader! January 3, 2010 at 5:16 PM. January 3, 2010 at 5:47 PM. Thats one nice thing about LRB, it has programmable blending (see the Siggraph09 Beyond Programmable Shading course). Oh and good post!
graphicrants.blogspot.com
Graphic Rants: Specular BRDF Reference
http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
Graphical, textual ramblings of a coder. Saturday, August 3, 2013. Newcommand{ nv}{ mathbf{n} newcommand{ lv}{ mathbf{l} newcommand{ vv}{ mathbf{v} newcommand{ hv}{ mathbf{h} newcommand{ mv}{ mathbf{m} newcommand{ rv}{ mathbf{r} newcommand{ ndotl}{ nv cdot lv} newcommand{ ndotv}{ nv cdot vv} newcommand{ ndoth}{ nv cdot hv} newcommand{ ndotm}{ nv cdot mv} newcommand{ vdoth}{ vv cdot hv} $ While I worked on our new shading model for UE4. Normal Distribution Function (NDF). The geometric shadowing term desc...