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A (not so) little teaser

When it comes down to real time computer graphics, shadows rendering is one of the hottest topics. Shadow maps are currently the most used shadowing technique: they are reasonably fast, simple to...

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Why GPUs are not (so) good at post processing images

Now I know the title of this post may sound controversial, but keep on reading, you might even end up agreeing with me. Post processing effects are often implemented via convolutions, reductions and...

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Fast Percentage Closer Filtering on Deferred Cascaded Shadow Maps

Here’s a nice trick for whoever has implemented (as a single pass that operates in screen space) deferred cascaded/parallel split shadow maps on hardware that does not allow to index texture samplers...

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Time for a brief update

Four months ago I tried to stimulate your curiosity with this post. Next month I will try to stimulate it even more with this talk at the upcoming Game Developers Conference in San Francisco. A few...

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Another brief update: GDC08 and ShaderX6

How do you feel right before giving the first lecture of your life? The answer is: not well! I felt so tense that I forgot half of what I wanted to say, and even though I was probably speaking a bit...

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A conceptually simple(r) way to derive exponential shadow maps + sample code

A few months ago, while working on an improved version of exponential shadow maps, I stumbled on a new way to derive ESM equations which looks more simple and intuitive than previous attempts. There is...

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Another day, another HDR rendering trick and some hope for the future.

Today I’m going to talk about an idea I came up with in Boston, at Siggraph 2006, while attending a couple of very inspiring lectures given by Jason Mitchell, Gary McTaggart and Chris Green (Valve...

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A peek into the future of interactive computer graphics

Ars Technica’s recently published interview with game developer extraordinaire Tim Sweeney has given me the perfect excuse to finally sit down and write a few thoughts on the future of GPUs and...

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C++ implementation of Larrabee new instructions

Intel has recently released a C++ implementation of Larrabee new instructions (LRBni). Grab it if you like to be ahead of the curve starting to write software for LRB right now,  or if you simply want...

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Michael Abrash’s First Look at the Larrabee New Instructions (LRBni)

Dr. Dobb’s just published the first of a new series of detailed articles related to Larrabee hardware and software architecture written by Michael Abrash. A First Look at the Larrabee New Instructions...

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