Gabriel da Silva
Six shaded teapots, one per sample

Personal log · Stardate −296175.3

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. 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
  3. A More In-Depth Introduction to Radiance · 4 min read A deeper look at radiance, defined from basic principles: photons, energy per volume and the radiant flux that most texts never explain. Rendering Physics Math
  4. Fun With Horizon Maps · 6 min read A post about using baked horizon maps for terrain shadows, computing the horizon angles with the DDA method for the island demo of my engine. Rendering
  5. Material Explorer (a.k.a. BRDF Visualizer) · 3 min read A look at the small C++/OpenGL tool I wrote during my 2019 BRDF research, with eight shading models rendered side by side, from Phong to GGX. Rendering Math

All entries →