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Struggling to understand tangent space and normal maps? This post does a good job to explain where this comes from.
We take text rendering for granted. That said, it's easier said than done, especially on the GPU.
Wonder what is gamma correction and why it's needed? This is a nice and short explanation.
An interesting way to approach the topic of GPU programming nowadays. It might indeed make more sense nowadays than reaching for putting pixels on screen as a first objective.
Very interesting exploration of the various types of blurs used in games and GUIs. Starting simple then building up all the way to the Dual Kawase Blur... and a bit beyond.
Nice effect, well explained with a shader implementation.
Nice deep dive into the theory behind PBR approaches.
Looks like a neat way to learn shader programming.
Nice explanation on the options for anti-aliasing when rendering using SDFs
This is in my opinion one of the most difficult tasks when rendering with the GPU. Texts are really hard to get right.
Somehow this is funny that it works at all. With the advent of SPIR-V we're clearly seeing more experiments in the shading languages space.
Very nice deep dive into the reasoning behind a wavy gradient effect. It shows the best effect have several layers of refinements and tricks. Each trick is explained separately nicely, this is a good read.
Interesting stuff. This should ease greatly sharing code between shaders and the host application, especially for data specification which is easy to get wrong.
Wow, very smart approach to solve discontinuity issues when quads are turned into triangles.
Nice set of tricks for post-processing effects all centering around pixelated patterns. Really neat.
This is indeed something easy to get wrong. Also this misconception is very widespread, so it's good to debunk it.
Very nice deep dive into a post-processing shader to create a painted scene effect.
Neat little introduction on color manipulation using matrices. Mentions the things to pay attention to.
Another good tutorial about global illumination. Make sure to read part 2 as well.
This is good news. DirectX being the other big graphics API if it adopts SPIR-V as interchange format it'll open the way to more shader reuses.