blog.selfshadow.com
Overdraw in Overdrive - Self Shadow
http://blog.selfshadow.com/publications/overdraw-in-overdrive
This is a tweaked version of a journal entry for the Microsoft Game Developer Network, that’s been cleansed of any non-public Xbox 360 specifics. If you’re a registered developer, I encourage you to check out the uncut edition available there, for full implementation details. One indispensable display mode is. Figures 1 shows the isolated depth complexity and overdraw, respectively, of a couple of characters within a scene. The right-hand image is rather unexciting, as only a single layer of drawing ...
blog.selfshadow.com
Blog Archive - Self Shadow
http://blog.selfshadow.com/archives
Physically Based Shading at SIGGRAPH 2014. Righting Wrap (Part 2). Righting Wrap (Part 1). Specular Showdown in the Wild West. Physically Based Shading at SIGGRAPH 2014.
blog.selfshadow.com
Perpendicular Possibilities - Self Shadow
http://blog.selfshadow.com/2011/10/17/perp-vectors
Figure 1: Major axes for original (left), swizzle (mid) and perpendicular (right) vectors. Two months ago, there was a question. And subsequent discussion) on Twitter as to how to go about generating a perpendicular unit vector, preferably without branching. It seemed about time that I finally post something more complete on the subject, since there are various ways to go about doing this, as well as a few traps awaiting the unwary programmer. Abs(dot(u, UP) , somewhat arbitrary epsilon. In a neat little.
blog.selfshadow.com
Blending in Detail - Self Shadow
http://blog.selfshadow.com/2012/07/10/blending-in-detail
I’ve added a new article,. Written together with Colin Barré-Brisebois. On the topic of blending normal maps. We go through various techniques that are out there, as well as a neat alternative ( Reoriented Normal Mapping ) from Colin that I helped to optimise. This is by no means a. Analysis particularly as we focus on detail mapping so we might return to the subject at a later date and tie up some loose ends. In the meantime, I hope you find the article useful. Please let us know in the comments!
blog.selfshadow.com
Blog Archive - Self Shadow
http://blog.selfshadow.com/blog/archives
Physically Based Shading at SIGGRAPH 2014. Righting Wrap (Part 2). Righting Wrap (Part 1). Specular Showdown in the Wild West. Physically Based Shading at SIGGRAPH 2014.
blog.selfshadow.com
Counting Quads - Self Shadow
http://blog.selfshadow.com/2012/11/12/counting-quads
This is a DX11 followup to an earlier article. On quad ‘overshading’. If you’ve already read that, then feel free to skip to the meat of this post. As you likely know, modern GPUs shade triangles in blocks of 2x2 pixels, or. Figure 1: Quad overshading, the silent performance killer. For more information, see Fabian Giesen’s post. Plus his excellent series. Traditionally, mesh LODs have helped to keep triangle density in check. More recently, deferred rendering methods have sidestepped a large chunk o...
blog.selfshadow.com
Righting Wrap (Part 2) - Self Shadow
http://blog.selfshadow.com/2012/01/07/righting-wrap-part-2
Righting Wrap (Part 2). I first tinkered with SH wrap shading (as described in part 1. Since we were using a couple of models [1][2] for some character-specific materials. Unfortunately, due to the way that indirect character lighting was performed, it would have required additional memory that we couldn’t really justify at that point in development. Consequently, this work was left on the cutting room floor and I only got as far as testing out Green’s model [1]. Recently, however, I spotted that. I reco...
blog.selfshadow.com
Physically Based Shading at SIGGRAPH 2014 - Self Shadow
http://blog.selfshadow.com/2014/08/12/physically-based-shading-at-siggraph-2014
Physically Based Shading at SIGGRAPH 2014. 2pm, Wednesday 13th August. Located in the west building, rooms 211-214. We’re back once again with the Physically Based Shading (in Theory and Practice) course at SIGGRAPH! You can find the details on the new course page. But I’ll copy the schedule here, for your convenience:. Physics and Math of Shading. Understanding the Masking-Shadowing Function. Antialiasing Physically Based Shading with LEADR Mapping. Designing Reflectance Models for New Consoles. Tick, t...
blog.selfshadow.com
Travelling Without Moving - Self Shadow
http://blog.selfshadow.com/2012/04/11/travelling-without-moving
Lately I’d been getting increasingly frustrated with the limitations of WordPress(.com), so I longed for a change. With the Easter weekend, I finally had a little extra time and energy to make the switch to Octopress. Plus a dedicated web host. Hopefully that’ll encourage me to start posting again, or at least remove one major grumble. I’m also looking forward to such liberties as the ability to embed WebGL, though I can’t entirely promise that I’ll wield such power responsibly. Posted by Stephen Hill.
blog.selfshadow.com
Self Shadow
http://blog.selfshadow.com/blog/page/2
As before, I’m collecting links to SIGGRAPH content: courses, talks, posters, etc. I’ll continue to update the post as new stuff appears; if you’ve seen anything that’s not here, please let me know in the comments. In a welcome change this year, conference content is freely available from the ACM Digital Library (albeit via. So there’s a tedious countdown timer for each link). Here are the most relevant pages:. Read on →. Physically Based Shading at SIGGRAPH 2014. Physics and Math of Shading. On microfac...