Gabriel da Silva
Six shaded teapots, one per sample

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

  1. A Look at Bump Mapping Techniques - Part I: Tangent Space Theory · 7 min read 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
  2. Baking Lightmaps - Series Index · 1 min read The index of a series about lightmap baking, covering radiosity, vertex and texel baking, irradiance caching and lightmap compression. Rendering
  3. A Look at Bump Mapping Techniques - Series Index · 1 min read The index of a series about bump mapping techniques, from tangent space theory to normal mapping, parallax mapping and filtering. Rendering
  4. Where the Shadows Lie - Part I: Introduction & Filtering · 11 min read 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
  5. Where the Shadows Lie - Series Index · 1 min read The index of a series about shadow mapping, from the classic algorithm to omni, cascaded, variance and moment shadow maps. Rendering

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