Personal log · Stardate −296158.9
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
Math & Games: Three Revolutionary Equations A write-up of my PlayMinas Intergame Summit talk: how the dot product, the rendering equation and the quadratic equation took games from Quake's lightmaps to real-time ray tracing in silicon. Math Rendering Compute
PlayMinas: Games, Education and Opportunity in Minas Gerais A post about PlayMinas, the Minas Gerais program that brings games, education and technology to young people, and my talks at its Intergame Summit, the first scientific congress of the games industry in Brazil. Community Rendering Math
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
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
A More In-Depth Introduction to Radiance 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