GPU Ray Tracing in an Afternoon
Here we take the work previously presented in Peter Shirley’s excellent book, and move it to run entirely on the GPU.
Here we take the work previously presented in Peter Shirley’s excellent book, and move it to run entirely on the GPU.
This post shows an example of how to use unbounded arrays of textures in Vulkan.
One of the major benefits provided by the new generation of graphics APIs is much better support for multithreaded command list generation and submission. I...
Earlier this year I wrote a post discussing an implementation of real-time screen space glossy reflections. The post has received a lot of positive feedback...
Reflections are an important effect present in any routine attempting to approximate global illumination. They give the user important spatial information a...
In a previous post on stack stabilization, the linked video showed a few major issue with shadow mapping. These issues have plagued the technique since it’s...
A long while back, I realized my scenes would be better served and more interesting if there was a more dynamic component to them. Outside of the very basic...
I recently received an acknowledgement in Lukas Hermanns’ bachelor’s thesis entitled Screen Space Cone Tracing for Glossy Reflections, which I thought was re...
I’ve recently implemented Screen-Space Separable Subsurface Scattering into my rendering engine. This implementation is based off the incredible work that’s...
This is a test post with a little sample code to verify syntax highlighting is working correctly. #include <iostream> int main(void) { std::cout ...