Visibility Buffer Rendering with Material Graphs (filmicworlds.com)
Dispatch IDs and you – Jeremy's Blog (jeremyong.com)
C++, graphics, Vulkan, DirectX, Math, compilers, and more
Writing a Pathtracer in Lua, Week 1 | Of Shaders & Triangles (blog.42yeah.is)
Raytracing, a 4 year retrospective (interplayoflight.wordpress.com)
Recently I got access to a GPU that supports accelerated raytracing and the temptation to tinker with DXR is too strong. This means that I will steer away from compute shader raytracing for the for…
Hardcore Vulkan debugging – Digging deep on Linux + AMDGPU (themaister.net)
Reverse Z (and why it’s so awesome) (pr0g.github.io)
A look at why switching to reverse z for a perspective projection matrix has such a dramatic effect.
The Rendering of Mafia: Definitive Edition (www.elopezr.com)
Mafia: Definitive Edition (2020) is a remake of the much-loved gangster classic Mafia (2002), originally released for PS2 and Xbox. The game is relatively linear and very story focused, whose narra…
Hair Rendering (andrew-pham.blog)
There are always twists to the typical BRDF models, and Scheuermann’s bidirectional scattering distribution function model (BSDF, or BRDF with light integrated over a sphere that aggregates a…
Micro-Mesh Overview (Part 1) | Of Shaders & Triangles (blog.42yeah.is)
Bokeh depth of field in a single pass (blog.voxagon.se)
When I implemented bokeh depth of field I stumbled upon a neat blending trick almost by accident. In my opinion, the quality of depth of field is more related to how objects of different depths blend together, rather than the blur itself.
Voxel Cone Traced Global IlluminationLeif Node | Leif Node (leifnode.com)
I've been looking at voxel cone traced global illumination for a while as something that I want to implement since it gives a decent approximation of global illumination in real time for dynamic scenes. In the past month I've finally given myself a chance to look at the algorithm more in-depth and try at implementing it. Voxel...
Clustered shading evolution in Granite (themaister.net)
Physically based shading references, at the end of 2019 – Light is beautiful (lousodrome.net)
A lot has happened in the graphics community in the last ten years, especially when it comes to physically based rendering (PBR). It started to become popular around 2009, as hardware made more powerful models affordable, and really took over … Continue reading →
Introduction - Vulkan Tutorial (vulkan-tutorial.com)
A tutorial that teaches you everything it takes to render 3D graphics with the Vulkan API. It covers everything from Windows/Linux setup to rendering and debugging.
Home (vkguide.dev)
Guide to the Vulkan API
Learn OpenGL, extensive tutorial resource for learning Modern OpenGL (learnopengl.com)
Learn OpenGL . com provides good and clear modern 3.3+ OpenGL tutorials with clear examples. A great resource to learn modern OpenGL aimed at beginners.