New blog post documenting the latest batch of hybrid raytraced shadow performance improvements. With them, quarter resolution HRT shadows cost in Sponza dropped from ~16ms to ~0.8ms. Full res 1920x1080 shadows now cost ~2.5ms (GTX 970).
Over the years I have interviewed quite a few people for graphics related posts. I wrote a blog post with some thoughts and advice on the process. https://interplayoflight.wordpress.com/2018/07/17/applying-for-a-graphics-programming-job/
Some thoughts on how can one start learning graphics programming https://interplayoflight.wordpress.com/2018/07/08/how-to-start-learn-graphics-programming/
Fun with hybrid raytracing of shadows and reflections! https://interplayoflight.wordpress.com/2018/07/04/hybrid-raytraced-shadows-and-reflections/
I've uploaded the code (+executable) I used for the presentation https://interplayoflight.wordpress.com/2018/05/25/gpu-driven-rendering-experiments-at-the-digital-dragons-conference/
My @Digital_Dragons presentation slides, about GPU driven occlusion and rendering, are online with extended speaker notes https://1drv.ms/p/s!AmOPA68QU4JIiNdDPUE-3rzn11GehQ … (pptx) https://1drv.ms/b/s!AmOPA68QU4JIiNdCIb9Hw4qHyt_cbw … (pdf).
Water rendering in the Valley of the Gods http://blog.camposanto.com/post/171934927979/hi-im-matt-wilde-an-old-man-from-the-north-of
A Look Inside Farpoint’s Rendering Techniques for VR https://www.impulsegear.com/a-look-inside-farpoints-rendering-techniques-for-vr
I ported the GPU driven occlusion culling with Multidraw Indirect sample to bgfx and wrote a quick blog post about it. https://interplayoflight.wordpress.com/2018/03/05/porting-gpu-driven-occlusion-culling-to-bgfx/
Rendering in Camera Space(ish) http://pharr.org/matt/blog/2018/03/02/rendering-in-camera-space.html
The technology behind the sand in Journey GDC presentation video https://www.gamasutra.com/view/news/315015/Video_The_technology_behind_the_sand_in_Journey.php
3D engine entirely made of MS Excel formulae https://www.gamasutra.com/blogs/CBel/20180213/308549/3D_engine_entirely_made_of_MS_Excel_formulae__Enjoy_this_Doomxls_file_.php
HDR breakdown using heatmaps https://arstechnica.com/gaming/2018/02/how-hdr-works-in-modern-games-broken-down-by-incredible-heatmap-imagery/
I've updated my list of graphics/game programming blogs. Added some new ones and cleaned up dead links. 188 awesome blogs and news sites to follow! https://gist.github.com/Reedbeta/dd800c6bda59c3351fbd3474acbea430
Rendering and shading in ADAM: Episode 3 https://blogs.unity3d.com/2018/01/24/rendering-and-shading-in-adam-episode-3/
The Creative Pipeline for VR Developers and Artists: An Introduction https://software.intel.com/en-us/blogs/2018/01/08/introduction-to-the-creative-pipeline-for-vr-developers-and-artists
Here are the slides from the talk I gave over the weekend at Boston FIG Talks! https://docs.google.com/presentation/d/1npP3bkNxyJVGIqdczZxdUJaOx0bSbkknVood5yW7ek8/
Explicit Multi-GPU Programming http://ourmachinery.com/post/explicit-multi-gpu-programming/
If you ever run out of inspiration try this, lots of awesome tech: http://level-design.org/nextgen_generator/
New blog post: "Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding"
I do graphics stuff. Sometimes I write about them https://interplayoflight.wordpress.com
Game development! Discussions about game development and related fields, and/or by game developers and related professions.