jendrikillner

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Montreal, Canada
1 comments
31 followers
166 entries
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jendrikillner
July 05, 2020
Graphics Programming weekly - Issue 139 — July 5, 2020
[video] two minute papers - This is Geometry Processing Made Easy
  • a brief summary video of the “Monte Carlo Geometry Processing: A Grid-Free Approach to PDE-Based Methods on Volumetric Domains” paper
  • presents how this paper connects to light transport and pro…
1,549 views
jendrikillner
June 28, 2020
Graphics Programming weekly - Issue 138 — June 28, 2020
Get to know Metal function pointers
  • the Metal shader API now supports function pointers
  • the talk provides an overview of the compilation models and performance considerations
  • function tables can be passed via argument buffers t the GPU
1,384 views
jendrikillner
June 21, 2020
Graphics Programming weekly - Issue 137 — June 21, 2020
Rendering Layered Materials with Anisotropic Interfaces
  • a lightweight and efficient method to render layered materials with anisotropic interfaces
  • based around GGX BRDF lobes approximations when aligned with the tangent frame
1,241 views
jendrikillner
June 14, 2020
Graphics Programming weekly - Issue 136 — June 14, 2020
Followup tidbits on RGBE
  • the author presents considerations for designing conversations explained with the example of RGBE encoding
  • discusses quantization, round trip error, and precision maximization
1,046 views
jendrikillner
June 07, 2020
Graphics Programming weekly - Issue 135 — June 7, 2020
Work-Efficiency vs. Step-Efficiency
  • the article discusses how to classify GPGPU work into the critical sequential work and the total amount of work done across all workers
  • presents how this division is useful to talk and understand the performance of algorithms
1,806 views
jendrikillner
May 31, 2020
Graphics Programming weekly - Issue 134 — May 31, 2020
Casual Shadertoy Path Tracing 1: Basic Camera, Diffuse, Emissive
  • A tutorial that shows a practical walkthrough on how to implement a path tracer in shadertoy
  • focuses on the generation of renderings instead of physical correctness
4,841 views
jendrikillner
May 24, 2020
Graphics Programming weekly - Issue 133 — May 24, 2020
Rendered #1
  • A new newsletter with news and insight on volumetric filmmaking, virtual production, 3D rendering, and other emerging realities
wayback-archive
1,381 views
jendrikillner
May 17, 2020
Graphics Programming weekly - Issue 132 — May 17, 2020
Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting
  • the paper presents a new technique that allows a massive number of dynamic lights to be rendered in real-time
  • the presented implementation shows 3.4 million dynamic, emissive trian…
1,620 views
jendrikillner
May 10, 2020
Graphics Programming weekly - Issue 131 — May 10, 2020
Ray Tracing Essentials Part 7: Denoising for Ray Tracing
  • the final part of raytracing series
  • presents what denoising techniques are and why they are required
  • presents a comparison in multiple scenes, explaining how neural network technique is trained
3,348 views
jendrikillner
May 03, 2020
Graphics Programming weekly - Issue 130 — May 3, 2020
Real-time Shadows
  • the presentation provides an in-depth overview of shadow techniques for real-time applications
  • discusses what shadow maps are, how they are rendered, stored and used
  • provides an overview of common problems and solutions
  • additionally provides an overview…
1,740 views
jendrikillner
April 25, 2020
Graphics Programming weekly - Issue 129 — April 26, 2020
flowchart for descriptor set setup in Vulkan
  • a flowchart that provides an overview of the descriptor set binding logic of the Vulkan API
wayback-archive
1,836 views
jendrikillner
April 19, 2020
Graphics Programming weekly - Issue 128 — April 19, 2020
Bilinear texture filtering – artifacts, alternatives, and frequency domain analysis
  • provides an introducing into linear blending
  • explaining that pixels are no signal but rather samples taken at a given location
  • presents the star-shaped artifact of bilinear filtering
  • disc…
2,493 views
jendrikillner
April 12, 2020
Graphics Programming weekly - Issue 127 — April 12, 2020
Evolving Path of Exile's Renderer
  • the talk presents an overview of rendering features developed for Path of Exile
  • showing what constraints the game provides and how it enables these implementations
  • Point Light Shadows (Screenspace Hierarchical Variance shadow maps)
  • Scree…
1,563 views
jendrikillner
April 05, 2020
Graphics Programming weekly - Issue 126 — April 5, 2020
NVIDIA Vulkan Ray Tracing Tutorials
  • collection of Vulkan tutorials for the VK_KHR_ray_tracing extension
  • the tutorial starts from a working .obj rendering using rasterization and then integrates raytracing
  • additional topics covered are Anti-Aliasing, handling thousands of…
1,909 views
jendrikillner
March 29, 2020
Graphics Programming weekly - Issue 125 — March 29, 2020
Hierarchical Depth Buffers
  • the article presents what Hierarchical depth buffers are, what they are used for and how to generate them
  • two different techniques for calculating these buffers are presented
  • one pixel shader based method and a compute shader variation
  • the comp…
1,312 views
jendrikillner
March 22, 2020
Graphics Programming weekly - Issue 124 — March 22, 2020
Announcing DirectX 12 Ultimate
  • post containing an overview of the new D3D12 Feature level 12_2 now called DirectX 12 Ultimate
  • covers Variable Rate Shading, Mesh Shaders, DirectX Raytracing 1.1 and Sampler Feedback
  • fully supported on PC and Xbox Series X
1,539 views
jendrikillner
March 15, 2020
Graphics Programming weekly - Issue 123 — March 15, 2020
Fresnel Equations, Schlick Approximation, Metals, and Dielectrics
  • the post presents the fresnel equations that are used for smooth metals and surfaces such as water
  • shows the Schlick approximations and compares them to the equations and where to retrieve the necessary pa…
865 views
jendrikillner
March 08, 2020
Graphics Programming weekly - Issue 122 — March 8, 2020
How Epic Games is handling auto exposure in 4.25
  • the article explains how exposure used to work in Unreal Engine 4.24
  • what problems the behavior caused and how the new implementation solves these problems
  • looking at grey-point targeting, physical exposure units, lens val…
1,902 views
jendrikillner
March 01, 2020
Graphics Programming weekly - Issue 121 — March 1, 2020
Writing an efficient Vulkan renderer
  • copy of an article that was published in GPU Zen 2, updated for changes introduced with Vulkan 1.1 and 1.2
  • covering memory management, Descriptor sets, command buffers, pipeline barriers, render passes and pipeline management
1,116 views
jendrikillner
February 23, 2020
Graphics Programming weekly - Issue 120 — February 23, 2020
sokol_gfx.h Backend Tour
  • a 3 part series that provides an overview of the backend implementations of sokol_gfx for the OpenGL, D3D11 and Metal implementation
wayback-archive
1,318 views
jendrikillner
February 16, 2020
Graphics Programming weekly - Issue 119 — February 16, 2020
Coherency gathering in ray tracing: the benefits of hardware ray tracking
  • the article presents the problems with ray tracing in terms of divergence workflows
  • Imagination GPUs are able to reorder rays in hardware to maintain better coherency
1,987 views
jendrikillner
February 09, 2020
Graphics Programming weekly - Issue 118 — February 9, 2020
Generating Perfect Normal Maps for Unity (and Other Programs)
  • the article shows what needs to be considered when baking normal maps for use with separate applications
  • it shows what kind of different conventions exists, what common artifacts look like and how to verify th…
1,828 views
jendrikillner
February 02, 2020
Graphics Programming weekly - Issue 117 — February 2, 2020
Separate your filters! Separability, SVD and low-rank approximation of 2D image processing filters
  • the article presents the basics of Singular Value Decomposition
  • shows how to use the concept to check if filters are separable and if not how it helps with approximations
1,056 views
jendrikillner
January 26, 2020
Graphics Programming weekly - Issue 116 — January 26, 2020
Learning from data
  • the article presents how ordering mesh data can influence rendering performance
  • compares different algorithms developed for this purpose
  • the primary focus is on how to train these algorithms using machine learning techniques
  • analyzes the results of dif…
1,989 views
jendrikillner
January 12, 2020
Graphics Programming weekly - Issue 115 — January 12, 2020
Clustered shading evolution in Granite
  • the article shows an overview of deferred shading techniques
  • alternative structures and methods for optimizations are presented
  • using compute shader for conservative rasterization for spot and sphere lights
845 views
jendrikillner
January 05, 2020
Graphics Programming weekly - Issue 114 — January 05, 2020
Physically based shading references, at the end of 2019
  • collection of resources covering physically based shading
  • a short summary for every source is provided
wayback-archive
1,093 views
jendrikillner
December 01, 2019
Graphics Programming weekly - Issue 109 — December 1, 2019
PowerVR PerfDoc – Performance Validation for PowerVR
  • fork of the PerfDoc performance layer to detect performance issues on PowerVR hardware
  • the article provides an overview of performance issues that the layer can detect and possible improvements
2,606 views
jendrikillner
November 24, 2019
Graphics Programming weekly - Issue 108 — November 24, 2019
PC Rendering Techniques to Avoid when Developing for Mobile VR
  • the article presents an overview of techniques that are not a good fit for mobile VR applications
  • provides brief explanations of the methods and the reasons for why they should be avoided
1,498 views
jendrikillner
November 17, 2019
Graphics Programming weekly - Issue 107 — November 17, 2019
DeepFovea: Neural Reconstruction for Foveated Rendering and Video Compression using Learned Statistics of Natural Videos
  • the paper presents a new technique that uses a neural network to reconstruct foveated rendering from sparse source data
1,152 views
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