The Curious Engineer

All blogs / Graphics

The Danger Zone

therealmjp.github.io

Graphics, engine, and game programming. And maybe a few other things

GraphicsGame developmentPerformance / optimizationRetro computing

Posts
93 from 10 Dec 2008 to 7 Sep 2025
Posting
now and then
Kind
personal blog
Feed
https://therealmjp.github.io/index.xml

2025 2

  1. Ten Years of D3D12
  2. To Early-Z, or Not To Early-Z

2024 1

  1. Shader Printf in HLSL and DX12

2022 1

  1. GPU Memory Pools in D3D12

2021 4

  1. The Shader Permutation Problem - Part 1: How Did We Get Here?
  2. The Shader Permutation Problem - Part 2: How Do We Fix It?
  3. Linking DXIL Binaries Using DXC
  4. Read My Chapter in Ray Tracing Gems II!

2020 1

  1. Approximating Subsurface Scattering With Spherical Gaussians

2019 5

  1. An Introduction To Real-Time Subsurface Scattering
  2. Half The Precision, Twice The Fun: Working With FP16 In HLSL
  3. Hello, Hugo
  4. About This Site
  5. Adventures in Retro Development: SNES Edition

2018 6

  1. Breaking Down Barriers - Part 6: Experimenting With Overlap and Preemption
  2. Breaking Down Barriers – Part 5: Back To The Real World
  3. Breaking Down Barriers - Part 4: GPU Preemption
  4. Breaking Down Barriers - Part 3: Multiple Command Processors
  5. Breaking Down Barriers - Part 2: Synchronizing GPU Threads
  6. Breaking Down Barriers - Part 1: What's a Barrier?

2016 9

  1. SG Series Part 6: Step Into The Baking Lab
  2. SG Series Part 5: Approximating Radiance and Irradiance With SG's
  3. SG Series Part 4: Specular Lighting From an SG Light Source
  4. SG Series Part 3: Diffuse Lighting From an SG Light Source
  5. SG Series Part 2: Spherical Gaussians 101
  6. SG Series Part 1: A Brief (and Incomplete) History of Baked Lighting Representations
  7. New Blog Series: Lightmap Baking and Spherical Gaussians
  8. Bindless Texturing for Deferred Rendering and Decals
  9. Update For My Shadow Sample Update

2015 5

  1. Stairway To (Programmable Sample Point) Heaven
  2. SIGGRAPH Follow-Up: 2015 Edition
  3. Mitsuba Quick-Start Guide
  4. Some Special Thanks
  5. Shadow Sample Update

2014 2

  1. Come see me talk at GDC 2014
  2. Weighted Blended Order-Independent Transparency

2013 5

  1. Sample Framework Updates
  2. A Sampling of Shadow Techniques
  3. DX11.2 Tiled Resources
  4. SIGGRAPH Follow-Up
  5. What I've been working on for the past 2 years

2012 10

  1. HLSL User Defined Language for Notepad++
  2. Experimenting with Reconstruction Filters for MSAA Resolve
  3. A Quick Overview of MSAA
  4. Applying Sampling Theory To Real-Time Graphics
  5. Signal Processing Primer
  6. Upcoming Series on Signal Processing and MSAA
  7. OpenGL Insights
  8. Looking for a job?
  9. A quick note on shader compilers
  10. Light Indexed Deferred Rendering

2011 10

  1. 10 Things That Need To Die For Next-Gen
  2. GPU Profiling in DX11 with Queries
  3. Average luminance calculation using a compute shader
  4. I am officially a published author
  5. Anamorphic lens flares: the lens flare of the 2010's?
  6. Bokeh II: The Sequel
  7. Crashes on Nvidia hardware
  8. How To Fake Bokeh (And Make It Look Pretty Good)
  9. Radiosity, DX11 Style
  10. Position From Depth in GLSL

2010 11

  1. Conservative Depth Output (and Other Lesser-Known D3D11 Features)
  2. Position From Depth 3: Back In The Habit
  3. Deferred MSAA
  4. MSAA Sample Pattern Detector
  5. A Closer Look At Tone Mapping
  6. Attack of the depth buffer
  7. D3D Performance and Debugging Tools Round-Up: PerfHUD
  8. D3D Performance and Debugging Tools Round-Up: PIX
  9. New Series: D3D Performance and Debugging Tools Round-Up
  10. Name Change
  11. Inferred Rendering

2009 17

  1. Correcting XNA's Gamma Correction
  2. More Post-Processing Tricks: Lens Flare
  3. Two Samples For The Price Of One
  4. New Tutorial: Using PIX With XNA
  5. Scintillating Snippets: Storing Normals Using Spherical Coordinates
  6. What's good on the menu, waiter?
  7. Reconstructing Position From Depth, Continued
  8. Undo and Redo: Take 2
  9. There's More Than One Way To Defer A Renderer
  10. Scintillating Snippets: Reconstructing Position From Depth
  11. Scintillating Snippets: Programatically Adding Content To A Content Project
  12. Deferred Cascaded Shadow Maps
  13. Profiling Events vs. Virtual Functions On The 360
  14. Deferred Shadow Maps Sample
  15. Teach Your Effects A New Trick
  16. Fun With Compiled Content
  17. Book Recommendation: Real-Time Collision Detection

2008 4

  1. Undo and Redo: Yes you have to implement it
  2. LogLuv Encoding for HDR
  3. Jamming to the oldies
  4. Cleared for takeoff