Personal log · Stardate −296178.1
Gabriel da Silva
Engineering Lead
Low-level GPU optimization, GPU microarchitecture and real-time rendering, from the ISA all the way up to the pixel.
Recent log entries
A Look at Bump Mapping Techniques - Part I: Tangent Space Theory Learn what tangent space is and how to compute the tangent and bitangent vectors of a triangle in this first part of the bump mapping series. Rendering Math
Baking Lightmaps - Series Index The index of a series about lightmap baking, covering radiosity, vertex and texel baking, irradiance caching and lightmap compression. Rendering
A Look at Bump Mapping Techniques - Series Index The index of a series about bump mapping techniques, from tangent space theory to normal mapping, parallax mapping and filtering. Rendering
Where the Shadows Lie - Part I: Introduction & Filtering A post about filtering and shadow maps. It covers the classic algorithm, why it lacks a penumbra, and a gentle introduction to sampling, jittering and disk mapping. Rendering Math
Where the Shadows Lie - Series Index The index of a series about shadow mapping, from the classic algorithm to omni, cascaded, variance and moment shadow maps. Rendering