Gabriel da Silva

Category· 7 entries

Math

2023

  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

2022

  1. 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

2021

  1. 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

2019

  1. 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

2017

  1. Deriving the Perspective Projection Matrix · 14 min read Learn how the perspective projection matrix is derived from basic principles, from similar triangles and homogeneous coordinates all the way to the Direct3D matrix. Rendering Math
  2. Irradiance & Radiance · 6 min read An introduction to the radiometry behind shading. Learn what irradiance, solid angles and radiance are, and how the three relate to each other. Rendering Physics Math
  3. An Introduction to Light Sources · 10 min read A post about the three basic light sources of real-time rendering, omni, spot and directional, covering the theory behind each one, their falloff functions and when to use them. Rendering Math