Category· 11 entries
Rendering
2023
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
Baking Lightmaps - Series Index The index of a series about lightmap baking, covering radiosity, vertex and texel baking, irradiance caching and lightmap compression. Rendering
A Look at Bump Mapping Techniques - Series Index The index of a series about bump mapping techniques, from tangent space theory to normal mapping, parallax mapping and filtering. Rendering
2022
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
2021
Where the Shadows Lie - Series Index The index of a series about shadow mapping, from the classic algorithm to omni, cascaded, variance and moment shadow maps. Rendering
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
2020
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
2019
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
2017
Deriving the Perspective Projection Matrix 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
Irradiance & Radiance 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
An Introduction to Light Sources 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