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
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
Fun With Horizon Maps 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
Material Explorer (a.k.a. BRDF Visualizer) 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