Interplay of Light
- Posts
- 78 from 2 Jan 2013 to 21 Feb 2026
- Posting
- now and then (3 in the last year)
- Kind
- personal blog
- Feed
- https://interplayoflight.wordpress.com/feed/
2026 2
2025 6
2024 2
2023 5
2022 12
- Experimenting with fp16 in shaders
- Stream compaction using wave intrinsics
- Notes on screenspace reflections with FidelityFX SSSR
- Order Independent Transparency: Endgame
- Order independent transparency, part 2
- Order independent transparency, part 1
- Accelerating raytracing using software VRS
- Increasing wave coherence with ray binning
- Raytracing, a 4 year retrospective
- Raytraced global illumination denoising
- Abstracting the Graphics API for a toy renderer
- Shader tips and tricks
2021 8
- Occlusion and directionality in image based lighting: implementation details
- Notes on occlusion and directionality in image based lighting.
- Shaded vertex reuse on modern GPUs
- The curious case of slow raytracing on a high end GPU
- Book review: 3D Graphics Rendering Cookbook
- Raytracing tidbits
- Experiments in Hybrid Raytraced Shadows
- How to read shader assembly
2020 11
- RDNA 2 hardware raytracing
- To z-prepass or not to z-prepass
- What is shader occupancy and why do we care about it?
- Adding support for two-level acceleration for raytracing
- Using Embree generated BVH trees for GPU raytracing
- Open Twitter DMs, a 2 year retrospective
- A Survey of Temporal Antialiasing Techniques: presentation notes
- Optimizing for the RDNA Architecture: presentation notes
- GPU architecture resources
- Validating physical light units
- Ways to speedup pixel shader execution
2019 2
2018 8
- Readings on the State of the Art in Rendering
- Hybrid raytraced shadows part 2: performance improvements
- Applying for a graphics programming job
- How to start learning graphics programming?
- Hybrid raytraced shadows and reflections
- GPU Driven rendering experiments at the Digital Dragons conference
- Porting GPU driven occlusion culling to bgfx
- Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding
2017 5
2015 2
2014 2
2013 13
- Readings on Physically Based Rendering
- An educational, normalised, Blinn-Phong shader
- Lighting alpha objects in deferred rendering environments
- Dual depth buffering for translucency rendering
- Correctly interpolating view/light vectors on large triangles
- Parallax-corrected cubemapping with any cubemap
- Instant Radiosity and light-prepass rendering
- SharpDX and 3D model loading
- Using Unity as an FX Composer replacement for shader prototyping
- Normal Mapping Without Precomputed Tangents
- Order and types of depth testing
- Tools of the trade
- Let there be light!