Posts

A review of color banding in computer graphics. What it is, why it exists, and how to handle it in the rendering process. Source code and a working sample included. Also, a few Bob Ross references.

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A collection of the freely available resources (course notes, talk pdfs, slides, and videos) from Siggraph 2019 related to production and real-time rendering.

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To get jump started with real-time ray tracing, I’ve made a barebones tutorial application and posted the code on GitHub. Unlike other DirectX Raytracing (DXR) tutorials that are available, this sample code does not use any abstractions on top of the DXR host API. By using the API directly, the focus is on highlighting some of the most important new features, functions, and data structures introduced by real-time GPU ray tracing.

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