<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Rendering on Gabriel da Silva</title><link>https://dasilvagf.github.io/categories/rendering/</link><description>Recent content in Rendering on Gabriel da Silva</description><generator>Hugo</generator><language>en-us</language><copyright>&lt;a href="https://creativecommons.org/licenses/by-nc/4.0/" target="_blank" rel="noopener"&gt;CC BY-NC 4.0&lt;/a&gt;</copyright><lastBuildDate>Sun, 25 Jun 2023 00:00:00 +0000</lastBuildDate><atom:link href="https://dasilvagf.github.io/categories/rendering/index.xml" rel="self" type="application/rss+xml"/><item><title>A Look at Bump Mapping Techniques - Part I: Tangent Space Theory</title><link>https://dasilvagf.github.io/posts/2023/06/a-look-at-bump-mapping-techniques-part-i-tangent-space-theory/</link><pubDate>Sun, 25 Jun 2023 00:00:00 +0000</pubDate><guid>https://dasilvagf.github.io/posts/2023/06/a-look-at-bump-mapping-techniques-part-i-tangent-space-theory/</guid><description>&lt;h2 id="i---introduction"&gt;I - Introduction&lt;/h2&gt;&#10;&lt;p&gt;&lt;strong&gt;Hello fellow life forms!&lt;/strong&gt;&lt;/p&gt;&#10;&lt;p&gt;In today&amp;rsquo;s post, we take a look at the theory needed for understanding the famous tangent-space mapping, which is the basis for most &lt;em&gt;meso-scale&lt;/em&gt; rendering techniques.&#10;This post is not intended to be an in-depth mathematical treatment of tangent space, manifolds, mappings or anything like that. It is intended to lay the groundwork in a reasonable manner,&#10;so that when I mention Tangent Space or something related to it, you can easily visualize what I mean.&lt;/p&gt;</description></item><item><title>Baking Lightmaps - Series Index</title><link>https://dasilvagf.github.io/posts/2023/06/baking-lightmaps-series-index/</link><pubDate>Tue, 20 Jun 2023 00:00:00 +0000</pubDate><guid>https://dasilvagf.github.io/posts/2023/06/baking-lightmaps-series-index/</guid><description>&lt;p&gt;Hi there, fellow humans from our &lt;a href="https://en.wikipedia.org/wiki/Water_distribution_on_Earth"&gt;watery&lt;/a&gt; spherical space &lt;a href="https://en.wikipedia.org/wiki/Earth"&gt;sphere&lt;/a&gt;!&lt;/p&gt;&#10;&lt;p&gt;This is the singularity for the posts about lightmap baking!&#10;As always, this is mostly a compilation of brain dumps, research of mine and paper implementations! Please bear this in mind before diving in. You can read those in &lt;a href="https://www.youtube.com/watch?v=urBpdyFCZmo&amp;amp;pp=ygUOUnVzaCBmcmVlIHdpbGw%3D"&gt;any order you want&lt;/a&gt;! I tried to organize the posts in an orderly manner, so if you don&amp;rsquo;t have a background in the topic or just want a more concrete understanding of it all, read them in the sequence below.&lt;/p&gt;</description></item><item><title>A Look at Bump Mapping Techniques - Series Index</title><link>https://dasilvagf.github.io/posts/2023/01/a-look-at-bump-mapping-techniques-series-index/</link><pubDate>Wed, 04 Jan 2023 00:00:00 +0000</pubDate><guid>https://dasilvagf.github.io/posts/2023/01/a-look-at-bump-mapping-techniques-series-index/</guid><description>&lt;p&gt;Hi there! Welcome to another quest of mine.&#10;On this journey we are going to take a look at the family of &lt;em&gt;meso-scale&lt;/em&gt; techniques known as Bump Mapping.&#10;We are going to first lay the groundwork with the theory behind tangent space for triangles, then we&amp;rsquo;ll investigate &lt;em&gt;Normal Mapping&lt;/em&gt;.&#10;After this base work is finished, we&amp;rsquo;ll venture into the land of &lt;em&gt;Parallax Mapping&lt;/em&gt; and then finish our series talking about &lt;em&gt;Filtering&lt;/em&gt;.&lt;/p&gt;</description></item><item><title>Where the Shadows Lie - Part I: Introduction &amp; Filtering</title><link>https://dasilvagf.github.io/posts/2022/07/where-the-shadows-lies-part-i-introduction-filtering/</link><pubDate>Thu, 28 Jul 2022 00:00:00 +0000</pubDate><guid>https://dasilvagf.github.io/posts/2022/07/where-the-shadows-lies-part-i-introduction-filtering/</guid><description>&lt;p&gt;&lt;em&gt;Hi, my dear graphics colleagues! First of all, I&amp;rsquo;m glad to see you are still holding up after this pandemic. Be safe out there, both you and your loved ones!&lt;/em&gt;&lt;/p&gt;&#10;&lt;p&gt;Finally! Today we start our journey through Mordor. For some time now, I have been excited to write a complete series of posts about something I love in graphics (in the same style Fabian &amp;ldquo;ryg&amp;rdquo; Giesen did, &lt;a href="https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/"&gt;here&lt;/a&gt; and &lt;a href="https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/"&gt;here&lt;/a&gt;). The first problem with this idea was choosing a topic, as there are so many things I love in the rendering literature, so many that it was hard to pick one, but I decided to stick with Shadows, more specifically the Shadow Mapping algorithm and its gang.&lt;/p&gt;</description></item><item><title>Where the Shadows Lie - Series Index</title><link>https://dasilvagf.github.io/posts/2021/07/where-the-shadows-lies-series-index/</link><pubDate>Thu, 01 Jul 2021 00:00:00 +0000</pubDate><guid>https://dasilvagf.github.io/posts/2021/07/where-the-shadows-lies-series-index/</guid><description>&lt;p&gt;You have just reached the quest index for the journey of shadows! This is a compilation of posts&#10;about Shadow Mapping in which I aim to explain not just what shadow mapping is, but also how to solve&#10;practical issues and implement advanced techniques. Please be aware, though, that this is a&#10;gathering of brain dumps of what I DID, not the holy tome of shadow rendering! If you find any&#10;errors, please let me know! :)&lt;/p&gt;</description></item><item><title>A More In-Depth Introduction to Radiance</title><link>https://dasilvagf.github.io/posts/2021/03/a-more-in-depth-introduction-to-radiance/</link><pubDate>Fri, 26 Mar 2021 00:00:00 +0000</pubDate><guid>https://dasilvagf.github.io/posts/2021/03/a-more-in-depth-introduction-to-radiance/</guid><description>&lt;h2 id="introduction"&gt;Introduction&lt;/h2&gt;&#10;&lt;p&gt;Back in 2017, I wrote a &lt;a href="https://dasilvagf.github.io/posts/2017/11/irradiance-radiance/"&gt;post&lt;/a&gt; on the basics of Radiance and Irradiance.&#10;Although nothing is wrong with the concepts explained in the text, there are some flaws in how the core fundamentals are presented.&#10;This post is a more detailed introduction to the topic, with the intention of better explaining&#10;those fundamental quantities. Beware! This is a BRAIN DUMP!&lt;/p&gt;&#10;&lt;h2 id="so-what-is-radiance"&gt;So, What is Radiance?&lt;/h2&gt;&#10;&lt;p&gt;Normally, Radiance is thought of as energy per ray of light. This makes sense and is coherent with the units of radiance:&lt;/p&gt;</description></item><item><title>Fun With Horizon Maps</title><link>https://dasilvagf.github.io/posts/2020/08/fun-with-horizon-maps/</link><pubDate>Thu, 13 Aug 2020 00:00:00 +0000</pubDate><guid>https://dasilvagf.github.io/posts/2020/08/fun-with-horizon-maps/</guid><description>&lt;p&gt;Hello folks! How are your molecules doing?&lt;/p&gt;&#10;&lt;h3 id="introduction"&gt;Introduction&lt;/h3&gt;&#10;&lt;p&gt;Back in the day, in a forgotten time, I was totally immersed in J.R.R. Tolkien&amp;rsquo;s Eä. I would always try to imagine the landscapes and&#10;scenes described in his books - you know, Tolkien gave descriptions of everything. Really, everything. From all the written details he gave,&#10;something always caught my attention: the duality present between light and dark.&lt;/p&gt;&#10;&lt;blockquote&gt;&#10;&lt;p&gt;A great implementation of this concept is the &lt;a href="https://www.wesnoth.org/"&gt;Battle for Wesnoth&lt;/a&gt; day/night cycle - lawful vs chaotic units.&#10;Besides being a great game, it also has some really great storytelling. Also, it is Open Source!&lt;/p&gt;&#10;&lt;/blockquote&gt;</description></item><item><title>Material Explorer (a.k.a. BRDF Visualizer)</title><link>https://dasilvagf.github.io/posts/2019/12/material-explorer/</link><pubDate>Sun, 01 Dec 2019 00:00:00 +0000</pubDate><guid>https://dasilvagf.github.io/posts/2019/12/material-explorer/</guid><description>&lt;p&gt;Hello folks! How are your molecules doing?&lt;/p&gt;&#10;&lt;p&gt;Today&amp;rsquo;s post is a quick one: no long derivations, no giant matrices (well, almost), just a little show and tell. This year I&amp;rsquo;ve been working&#10;as a graphics researcher at UFSJ on a comparative study of BRDFs (&lt;em&gt;Bidirectional Reflectance Distribution Functions&lt;/em&gt;), a.k.a. the functions&#10;that tell us how light bounces off a surface. The goal is simple to state and not so simple to execute: evaluate each model for energy&#10;conservation and theoretical coherence, and then weigh physical accuracy against computational cost (ALU vs. bandwidth) to find out which&#10;ones are worth it under real-time constraints.&lt;/p&gt;</description></item><item><title>Deriving the Perspective Projection Matrix</title><link>https://dasilvagf.github.io/posts/2017/11/deriving-the-perspective-projection-matrix/</link><pubDate>Thu, 30 Nov 2017 00:00:00 +0000</pubDate><guid>https://dasilvagf.github.io/posts/2017/11/deriving-the-perspective-projection-matrix/</guid><description>&lt;p&gt;&lt;em&gt;This is an updated repost from my old, deactivated blog or from notes of my past studies. The date follows the original time of writing.&lt;/em&gt;&lt;/p&gt;&#10;&lt;p&gt;Hi there, how are your molecules doing?&lt;/p&gt;&#10;&lt;p&gt;Today we boldly go into one of the most important transformations in 3D Computer Graphics, namely the Perspective Projection.&#10;It doesn’t matter how deep your knowledge of 3D graphics is: whether you wrote your own rasterizer from scratch and implemented the transformation&#10;or used it wrapped in some library with your beloved graphics API without knowing its foundations, you’ve used this matrix!&lt;/p&gt;</description></item><item><title>Irradiance &amp; Radiance</title><link>https://dasilvagf.github.io/posts/2017/11/irradiance-radiance/</link><pubDate>Mon, 13 Nov 2017 00:00:00 +0000</pubDate><guid>https://dasilvagf.github.io/posts/2017/11/irradiance-radiance/</guid><description>&lt;p&gt;&lt;em&gt;This is an updated repost from my old, deactivated blog or from notes of my past studies. The date follows the original time of writing.&lt;/em&gt;&lt;/p&gt;&#10;&lt;h2 id="introduction"&gt;Introduction&lt;/h2&gt;&#10;&lt;p&gt;Rendering is an evolving science: every day new papers are published, new posts show&#10;up on our Twitter feed and we learn new techniques, tricks and mathematical proofs. With&#10;new technologies come new topics to be studied and applied, but the foundations&#10;stand still as the building blocks, constant over time (most of the time, at least!).&lt;/p&gt;</description></item></channel></rss>