C0DE517E
Realtime rendering and videogame programming mostly, but I love computer science and visuals in all their forms. This is a notepad of my ideas.
- Posts
- 355 from 2 Feb 2008 to 8 Dec 2024
- Posting
- now and then
- Kind
- personal blog
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- http://feeds.feedburner.com/C0de517e
2024 6
2023 13
- Exploring the design space of "remote scene approximation"
- From the archive: Notes on environment lighting occlusion.
- Writing to stimulate the brain, and to quiet it.
- WASMtoy
- 20x1000 Use(r)net Archive.
- Notes: Reversing Revopoint Scanner.
- How does this work? txt2web.py
- A new Blog: Reinventing the wheel.
- Half baked and a half: A small update.
- From the archive: Notes on GGX parallax correction.
- Half baked: Dynamic Occlusion Culling
- Hidden in plain sight: The mundanity of the Metaverse
- How to render it. Ten ideas to solve Computer Graphics problems.
2022 4
2020 9
- Why Raytracing won't simplify AAA real-time rendering.
- Hallucinations re: the rendering of Cyberpunk 2077
- Digital Dragons 2020
- Baking a Realistic Renderer from Scratch and other resources for Beginners in Computer Graphics
- OT: To my white friends. A few words on #BLM.
- Some thoughts on Unreal 5's Nanite - in way too many words
- Menger sponge-ish
- The Technical Interview [LEAKED]
- The grown-up programmer's (meta)manifesto
2019 15
- Is true hacking dead? What we lost.
- Engineering Career Guide [LEAKED]
- Misunderstanding Multilayering (Diffuse-Specular Energy Conservation)
- Misunderstanding Multiscattering
- What makes "10x" engineers. A complete hypothesis.
- The Value of Pixels (presentation slides)
- Seeing the whole Physically-Based picture.
- NumPy by Example
- On the “toxicity” of videogame production.
- How to choose your next job (why I went to Roblox)
- An unbiased look at real-time raytracing
- GDC 2019 - Everyday (shallow) ML
- Rendering doesn’t matter anymore?
- What I learned at Activision.
- C++, it’s not you. It’s me.
2018 1
2017 14
- "Coder" color palettes for data visualization
- DataLog & TableLog
- The curse of success. Why nothing great is ever "good".
- Tiled hardware (speculations)
- A programmer's sightseeing tour: Machine Learning and Deep Neural Networks (slides)
- The technical interview.
- Where do GPUs come from.
- Privacy, bubbles, and being an expert.
- Shadow mistery
- A programmer's sightseeing tour: Machine Learning and Deep Neural Networks (part 2)
- A programmer's sightseeing tour: Machine Learning and Deep Neural Networks (part 1)
- Tonemapping on HDR displays. ACES to rule ‘em all?
- OT: Ten pragmatic tips regarding pens & notebooks
- Engineering for squishy bags of meat
2016 14
- Over-engineering (the root of all evil)
- Cinematography, finally!
- More (silly) tone-mapping ideas
- Tone mapping & local adaption
- A retrospective on Call of Duty rendering
- Activision @ Siggraph 2016
- The real-time rendering continuum: a taxonomy
- SIGGRAPH 2015: Notes for Approximate Models For Physically Based Rendering
- How to spot potentially risky Kickstarters. Mighty No9 & PGS Lab
- Unity 101 - From zero to shaders in no time
- Learning to teach
- Beyond photographic realism
- Low-resolution effects with depth-aware upsampling
- Color grading and excuses
2015 10
- Lecture slides for University of Victoria
- Siggraph 2015 course
- The following provides no answers, just doubts.
- Sharing is caring
- Being more wrong: Parallax corrected environment maps
- Look closely
- Design Optimization Landscape
- OT: The design space of fountain pens
- Why the rendering in The Order 1886 rocks.
- Notes on G-Buffer normal encodings
2014 16
- Scientific Python 101
- Notes on real-time renderers
- I Support Anita
- Notes on #Minimalism in code
- Stuff that every programmer should know: Data Visualization
- Oh envmap lighting, how do we get you wrong? Let me count the ways...
- Bonus round: languages, metaprogramming and terseness
- Where is my C++ replacement?
- Rate my API
- Photographic inspiration
- Smoothen your functions
- How to make a rendering engine
- Valve VR. I want to believe.
- Design Pattern: The Push Updater
- OT: The Sony RX1 (versus Fuji X100s)
- In the next-generation everything will be data (maybe)
2013 26
- Mental note: shadowmap-space filters
- Never Again in Graphics: Unforgivable graphic curses.
- Shit people say: graphics have "peaked"
- Never again: point lights
- Enhance this!
- Notes on Epic's area lights
- On Mantle
- You have failed
- Battlefield 4 Review (graphics)
- Controlling light
- Mathematica Manipulate[] example
- Wolfram's Mathematica 101
- Goodbye Zootool, welcome Twitter
- It's all about heart (making great games; how to interview)
- Tiny HDR writer
- DX11: GPU "printf"
- I'll create a new trend...
- Integrating C++11 in your diet
- Peek'n'Poke
- Hey! I was still using that
- Space Marine did it first!
- More rules. On skin rendering
- OT: The two compact cameras you need to know about
- HDR Workflows
- Color blindness and videogames
- Tuning: Two-axis controllers, OSC and multitouch.
2012 24
- Addendum to Mathematica and Skin Rendering
- How does GPU Compute work?
- Notes on optimizing a deferred renderer
- Supersampling and antialiasing distance fields
- A hunch
- Follow-up: Why classes.
- Doing some homework. C-Style and pain.
- OT: My photoretouch routine
- Wanna play with OpenCL?
- Next-gen: Quality vs Quantity
- Service Update: Cached Shadowmaps
- Job free(ish)
- Exposure renderer
- Other tools that I use...
- DirectX9 vs depth resolve
- Leaving Relic
- Normalmaps everywhere/2
- Normalmaps everywhere
- Interview mistakes
- Replacing google share: zootool
- Prototyping frameworks (rendering)
- Videogame photography
- Current-gen DOF and MB
- This is golden...
2011 53
- The three skin rendering horrors you want to avoid
- Google reader share
- Photoshop scripting - Cleartype for images
- Silvio Berlusconi
- Open questions - my two rules
- Open questions
- Rendering 102
- Spent
- Don't lie.
- Rendering 101
- Fight Night Champion Rendering @ GDC
- Bad ideas don't require much explanation: Caching Stable Cascaded Shadowmaps
- Mathematica and Spherical Harmonics
- Raytracing Myths
- Mathematica and Skin Rendering
- What I've learned from shipping a deferred lighting renderer
- Back from vacations, Parameter Databases poll results.
- If you're asking for crazy overtime, apologize first
- Everyday Carry
- Querying PDBs
- In-game image calibration
- Little tool for debugging with Processing
- Metaphor of game development
- Skinning normals notes
- Shadowmap bias notes
- 2011 Future programming languages for games - POLL
- A dream
- Processing vs IntelliJ IDEA
- Designing Code for Performance
- Tools that I use
- A different way of generating high-res screenshots
- Please NVidia...
- Mine your Data!
- Hacking bools idea
- 2011 Current and Future programming languages for Videogames
- Version Control for the next-gen?
- Stable Cascaded Shadow Maps - Ideas
- Debugging DirectX9 is so stressful!
- DOF Test
- Do you have "failed builds"?
- Tell the internet that you're not a moron...
- Alternatives to object handles
- Surviving C++
- Gamma and diffuse shading
- Mythbusting: deferred rendering
- Linux is not for nerds anymore?
- Poll results - 2010 most envied rendering
- OT: DXOLabs / Luminous Landscape is wrong
- Recipe for antialiasing as a post
- Code Tourism
- OT: Owner of a Samsung Galaxy T959? In Canada?
- Survive C++ / Collaborative guidelines experiment
- Poll results - what will be the next "next-gen"?
2010 35
- Shameless plug
- Stupid sample generator - 3d version
- Stupid sample generator
- Leaving EA
- Stereoscopic test
- Eastl
- Platform specific features - poll results
- International movement for code rights
- Know your Z
- Threads, buffers and latency
- Spam
- Google reader sharing
- Alan Wake credits
- Java4Ever
- More links / Generative Art
- Some links...
- Poll results
- Live-editing poll
- PIX is great but...
- Homework 2
- The world changed!
- Collaborative design experiment
- Retweeting
- 68000
- Skin
- Homework
- 3D Engines out there
- Small BRDF visualizer
- New layout
- iPhone iPad iPod
- Ergonomy rant
- I've just found out...
- The pitfalls of experience
- Links
- How do you do your work?
2009 25
- Lighting Compendium - part 1
- Coding tactics versus design strategies
- Fix for FXComposer 2.5 clear bug
- Calling for a brainstorm
- You should already know...
- Code quality
- This year's buzzword: Image-Space
- Experiment: DOF with Pyramidal Filters
- Analytic diffuse shading
- Going to Vegas...
- How the GPU works - appendix A
- New DOF technique test
- Quick journey into physics
- Does it scale? Game threading laws part two
- Economy is not that bad...
- Garbage collection, again
- Optimization again, from Steve Yegge
- At last! Double-click highlighting in VS!
- Be driven by data but don't let data drive your code
- My little rendering engine
- Embrace your bottleneck
- Game multithreading laws
- Offline
- DirectX texel offset reminder
- Too young
2008 90
- Which future? (plus, a shader optimization tip)
- off topic 2
- Just blur
- Impossible is approximatively possible
- Normals without Normals
- Test-Driven-Development
- Ribbons are the new cubes!
- Small update
- Commenting on graphical shader systems
- GPU versus CPU
- Celebration of light
- Commando
- Vertex shader LOD for Pixel shaders
- Quick shader tip
- Kill the hype
- ShaderX 6
- Normals without normals preview
- Hue shifting code snippet (with trivia)
- Slowdown
- Note to myself
- off topic
- Fermat's principle
- Quality rule
- Normalize(Normal)
- Stuff I'm reading right now...
- Begin here
- ATI Global Illumination videos
- Poll results
- Pet projects
- C++ is premature optimization
- Framerate does matter
- Some useful math software
- Live coding
- Performance does not matter
- Collecting garbage
- Artist-coders iteration
- Devil is in the details
- Best tech for next-gen games
- Reflection saved the day
- Give your matrices the right shape
- The rendering equation in the real(time) world
- Links
- I'll go to the programmer's hell...
- Mipmaps, generation and level selection
- Parallel linking
- Is writing text the best way to code?
- Huang-Rowley did it again: Siggraph 2008
- How the GPU works - part 3 (optimization!)
- At last, at least
- Singletons: the new superglue
- How the GPU works - part 2
- Small gems
- My work: rendering crowd
- Faking nextgen, pt.2
- How the GPU works - part 1
- C# DirectX wrappers
- Breakpoint'08
- Bad code is a virus
- C++ is too hard (for me)
- No direction home.
- Four dimensions and more.
- More on Raytracing
- Craft your programming language
- Realtime radiosity?
- development stories
- Raytracing vs Rasterization
- How to properly LOD pixel shaders?
- Next-gen, realism and detail.
- Next-gen and realism.
- You CAN'T afford doing things in the wrong way.
- Faking nextgen
- I missed that...
- Concurrency part 2
- Visual Studio 2005 Intellisense
- Locoroco Equation
- Hidden overdraw
- Old skills...
- Art vs Code: In the beginning...
- C64 still rocks
- Kill your darlings
- The value of failure
- Live coding competitions?
- Reverse Engineering
- Pixel VS Vertex VS Screen
- Raytracing/GI links
- Concurrency
- Good comments, bad code
- XML Abuse
- Functional programming in c#
- Decoupling the scene tree