blog (Total1 articles)
misc (Total7 articles)
Reviewing some denoising approaches (part 1)
Straight Skeleton and computing it with finite precision numbers (part 3)
Straight Skeleton and computing it with finite precision numbers (part 2)
Straight Skeleton and computing it with finite precision numbers
Spherical Harmonics and applications in real time graphics (part 3)
Spherical Harmonics and applications in real time graphics (part 2)
Spherical Harmonics and applications in real time graphics
xle (Total29 articles)
Transform Feedback / Stream Output with the HLSL to Spir-V compiler
Quick update before a new post
Vulkan Workshop / DevU 2017
Latest Update
Vulkan prototype - metal layer refactoring
Vulkan latest progress -- core lighting working
Vulkan prototype - how many separate render passes in the lighting parser?
Vulkan prototype - the big issues
Important Vulkan tips
Vulkan prototype slowly progressing
HLSL shader prototype with Vulkan
Starting to experiment with Vulkan
Comparing different methods for order independent transparency
Environment Rendering Screenshots
Release v0.04.0
Environment Sample Streamlining
Latest Tool Features
Transmitted specular
Improved IBL
Transmitted specular progress
Processing textures with the XLE scriptable asset path
Transmitted specular
Transmission Node Diagram
Material and Node Diagram Tool
Dynamic Function Linking Graph for Shaders
Rectangle Light diffuse vs 3DS Max
Working some improvements to rectangle lights
What to do first
Area Lights with Physically Based Rendering