
Recent Posts
 Cull that cone! Improved cone/spotlight visibility tests for tiled and clustered lighting April 13, 2017
 Small float formats – R11G11B10F precision April 2, 2017
 Dithering part three – real world 2D quantization dithering October 30, 2016
 Dithering part two – golden ratio sequence, blue noise and highpassandremap October 30, 2016
 Dithering part one – simple quantization October 30, 2016
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Author Archives: bartwronski
Cull that cone! Improved cone/spotlight visibility tests for tiled and clustered lighting
In this blog post, I will present some common spotlight culling techniques and propose one small improvement that is able to correct results of cheap, tiled / clustered culling on the CPU/GPU with almost negligible ALU cost. If you know … Continue reading
Posted in Code / Graphics
Tagged cone, culling, geometry, graphics, ideas, lighting, mathematica, mathematics, occlussion, programming, sphere, spot, visibility
4 Comments
Small float formats – R11G11B10F precision
While this post is not yet dithering related, it is in a way a part of my series about dithering. You can check index of all parts here or check the previous part. I will talk here about use of … Continue reading
Posted in Code / Graphics
Tagged float, floating point, floats, graphics, mathematica, mathematics, noise, programming, quantization, rendering
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Dithering part three – real world 2D quantization dithering
In previous two parts of this blog post miniseries I described basic uses mentioned blue noise definition, referenced/presented 2 techniques of generating blue noise and one of many general purpose highfrequency lowdiscrepancy sampling sequences. In this post, we will look … Continue reading
Posted in Code / Graphics
Tagged bayer, blue noise, dithering, fourier, graphics, graphics programming, interleaved gradient noise, mathematica, mathematics, maths, noise, programming, sampling
2 Comments
Dithering part two – golden ratio sequence, blue noise and highpassandremap
In previous part of the miniseries I covered dithering definition and how dithering changes error characteristics of simple 1D quantization and functions. In this part I will try to look at what blue noise is, but first wanted to have a … Continue reading
Posted in Code / Graphics
Tagged blue noise, dithering, golden ratio, graphics, graphics programming, low discrepancy, noise, programming
3 Comments
Dithering part one – simple quantization
Introduction First part of this miniseries will focus on more theoretical side of dithering some history and applying it for 1D signals and to quantization. I will try to do some frequency analysis of errors of quantization and how dithering … Continue reading
Posted in Code / Graphics
Tagged dithering, mathematica, mathematics, noise, programming, sampling
2 Comments
Dithering in games – mini series
This an opening post of mini blog post series about various uses of dithering for quantization and sampling in video games. It is something most of us use intuitively in every day work, so wanted to write down some of … Continue reading
Posted in Code / Graphics
Tagged blue noise, dithering, graphics, graphics programming, mathematica, noise, programming, sampling
5 Comments
Short names are short
Intro This blog post is a counterargument and response to a post by Bob Nystrom that got very popular few months ago and was often reshared. I disagree so much that I thought it’s worth sharing my opinion on this topic. … Continue reading
Posted in Code / Graphics
Tagged code design, code style, naming, plugins, programming, readability
1 Comment