
Recent Posts
 Processing aware image filtering: compensating for the upsampling July 20, 2021
 Comparing images in frequency domain. “Spectral loss” – does it make sense? July 6, 2021
 On leaving California and the Silicon Valley June 28, 2021
 Neural material (de)compression – datadriven nonlinear dimensionality reduction May 30, 2021
 Superfast voidandcluster Blue Noise in Python (Numpy/Jax) April 21, 2021
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Author Archives: bartwronski
Tech and scientific writing – graphics, diagram and graph creation tools
Few days ago, I asked a question on twitter: https://twitter.com/BartWronsk/status/919618905319997440 “What is industry/academic standard for diagrams in tech writing? PowerPoint/GoogleDocs diagrams? Dedicated tool like Visio/Dia? Procedural? I usually use first, but far from satisfied…For proc tried SVG,JS,Graphviz,even Mathematica, but results … Continue reading
Separable disklike depth of field
This is a short note accompanying shadertoy: https://www.shadertoy.com/view/lsBBWy . It is direct implementation of “Circularly symmetric convolution and lens blur” by Olli Niemitalo (no innovation on my side, just a toy implementation) and got inspired by Kleber Garcia’s Siggraph 2017 presentation “Circular … Continue reading
Posted in Code / Graphics
Tagged bokeh, depth of field, dof, far cry 4, Gaussian, maths, photography, poisson, postprocessing, separable, witcher 2
2 Comments
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
9 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
6 Comments
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
7 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
10 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
7 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
Image dynamic range
Intro This post is a second part of my miniseries about dynamic range in games. In this part I would like to talk a bit about dynamic range, contrast/gamma and viewing conditions. You can find the other post in the series here and … Continue reading
Posted in Code / Graphics
Tagged dynamic range, graphics, graphics programming, HDR, mathematica, mathematics, postprocessing, tonemapping, visuals
13 Comments
Localized tonemapping – is global exposure and global tonemapping operator enough for video games?
In this blog post, I wanted to address something that I was thinking about for many years – since starting working on rendering in video games and with HDR workflows and having experience with various photographic techniques. For the title … Continue reading
Posted in Code / Graphics, Travel / Photography
Tagged exposure, film, God of War, graphics, graphics programming, photography, photos, postprocessing, tonemapping
17 Comments
Technical debt… or technical weight?
Introduction Whole idea for this post came from a very inspiring conversation with my friends and excolleagues from Ubisoft that we had over a dinner few months ago. We started to talk about some sophisticated code algorithm – an algorithm … Continue reading
Posted in Code / Graphics
Tagged algorithms, architecture, code design, programming, psychology
2 Comments
White balance and physically based rendering pipelines. Part 2 – practical problems.
White balance and lighting conditions After this long introduction (be sure to check part one if you haven’t!), we can finally go to the problem that started whole idea for this post (as in my opinion it is unsolved problem – … Continue reading
Posted in Code / Graphics, Travel / Photography
Tagged assassin's creed, color management, graphics, graphics programming, IBL, ideas, image based lighting, panoramas, PBR, photogrammetry, photography, physicallybased shading, srgb, the witcher 2: assassins of kings, white balance, witcher 2
7 Comments
White balance and physically based rendering pipelines. Part 1 – introduction.
This is part one of the whole article. Part two is here. In this two posts (started as one, but I had to split it to make it more… digestible) I’m going to talk a bit about the white balance. First … Continue reading
Fixing screenspace deferred decals
Screenspace deferred decals are a very popular technique. There were so many presentations and blog posts about it that I will just list couple of them (just a first google search results page to be honest…) in no particular order: … Continue reading
Anamorphic lens flares and visual effects
Introduction There are no visual effects that are more controversial than various lens and sensor effects. Lens flares, bloom, dirty lens, chromatic aberrations… All of those have their lovers and haters. Couple years ago many games used cheap pseudo HDR effect … Continue reading
Posted in Code / Graphics
Tagged algorithms, anamorphic, bokeh, C#, cinematography, depth of field, film, flares, graphics, graphics programming, history, lens, movies, photography, postprocessing, programming
16 Comments
Processing scanned/DSLR photos of film negatives in Lightroom
The topic I wanted to cover in this post is nondestructive workflow for “developing” photographed or scanned negatives – in this case B&W film. Why even bother about film? Because I still love analog photos as a hobby. 🙂 I wrote … Continue reading
Posted in Travel / Photography
Tagged 35mm, adobe, analog, film, graphics, Lightroom, medium format, photography, photoshop, scanning, Voigtlander
5 Comments
Designing a nextgeneration posteffects pipeline
Hey, it’s been a while since my last post. Today I will focus on topic of posteffects. Specifically, I wanted to talk about nextgen post process pipeline and redesign I worked on while being a part of Far Cry 4 rendering team. … Continue reading
Posted in Code / Graphics
Tagged 1080p, algorithms, bokeh, depth of field, far cry 4, graphics, graphics programming, photography, PlayStation 4, postprocessing, programming, tonemapping, Xbox One
6 Comments
CSharpRenderer Framework update
In couple days I’m saying goodbye to my big desktop PC for several next weeks (relocation), so time to commit some stuff to my CSharpRenderer GitHub repository that was waiting for it for way too long. 🙂 Startup time optimizations … Continue reading
Posted in Code / Graphics
Tagged .NET, C#, framework, graphics, graphics programming, postprocessing, programming, tools
15 Comments
Review: “Multithreading for Visual Effects”, CRC Press 2014
Today I wrote a short review about a book I bought and read recently – “Multithreading for Visual Effects” published by CRC Press 2014 and including articles by Martin Watt, Erwin Coumans, George ElKoura, Ronald Henderson, Manuel Kraemer, Jeff Lait, James Reinders. … Continue reading
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