The Danger Zone
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
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- https://therealmjp.github.io/index.xml
2025 2
2024 1
2022 1
2021 4
2020 1
2019 5
2018 6
- Breaking Down Barriers - Part 6: Experimenting With Overlap and Preemption
- Breaking Down Barriers – Part 5: Back To The Real World
- Breaking Down Barriers - Part 4: GPU Preemption
- Breaking Down Barriers - Part 3: Multiple Command Processors
- Breaking Down Barriers - Part 2: Synchronizing GPU Threads
- Breaking Down Barriers - Part 1: What's a Barrier?
2016 9
- SG Series Part 6: Step Into The Baking Lab
- SG Series Part 5: Approximating Radiance and Irradiance With SG's
- SG Series Part 4: Specular Lighting From an SG Light Source
- SG Series Part 3: Diffuse Lighting From an SG Light Source
- SG Series Part 2: Spherical Gaussians 101
- SG Series Part 1: A Brief (and Incomplete) History of Baked Lighting Representations
- New Blog Series: Lightmap Baking and Spherical Gaussians
- Bindless Texturing for Deferred Rendering and Decals
- Update For My Shadow Sample Update
2015 5
2014 2
2013 5
2012 10
- HLSL User Defined Language for Notepad++
- Experimenting with Reconstruction Filters for MSAA Resolve
- A Quick Overview of MSAA
- Applying Sampling Theory To Real-Time Graphics
- Signal Processing Primer
- Upcoming Series on Signal Processing and MSAA
- OpenGL Insights
- Looking for a job?
- A quick note on shader compilers
- Light Indexed Deferred Rendering
2011 10
- 10 Things That Need To Die For Next-Gen
- GPU Profiling in DX11 with Queries
- Average luminance calculation using a compute shader
- I am officially a published author
- Anamorphic lens flares: the lens flare of the 2010's?
- Bokeh II: The Sequel
- Crashes on Nvidia hardware
- How To Fake Bokeh (And Make It Look Pretty Good)
- Radiosity, DX11 Style
- Position From Depth in GLSL
2010 11
- Conservative Depth Output (and Other Lesser-Known D3D11 Features)
- Position From Depth 3: Back In The Habit
- Deferred MSAA
- MSAA Sample Pattern Detector
- A Closer Look At Tone Mapping
- Attack of the depth buffer
- D3D Performance and Debugging Tools Round-Up: PerfHUD
- D3D Performance and Debugging Tools Round-Up: PIX
- New Series: D3D Performance and Debugging Tools Round-Up
- Name Change
- Inferred Rendering
2009 17
- Correcting XNA's Gamma Correction
- More Post-Processing Tricks: Lens Flare
- Two Samples For The Price Of One
- New Tutorial: Using PIX With XNA
- Scintillating Snippets: Storing Normals Using Spherical Coordinates
- What's good on the menu, waiter?
- Reconstructing Position From Depth, Continued
- Undo and Redo: Take 2
- There's More Than One Way To Defer A Renderer
- Scintillating Snippets: Reconstructing Position From Depth
- Scintillating Snippets: Programatically Adding Content To A Content Project
- Deferred Cascaded Shadow Maps
- Profiling Events vs. Virtual Functions On The 360
- Deferred Shadow Maps Sample
- Teach Your Effects A New Trick
- Fun With Compiled Content
- Book Recommendation: Real-Time Collision Detection