Author Archives: bartwronski

Dithering part one – simple quantization

Introduction First part of this mini-series 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

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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

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Short names are short

Intro This blog post is a counter-argument and response to a post by Bob Nystrom that got very popular few months ago and was often re-shared. I disagree so much that I thought it’s worth sharing my opinion on this topic. … Continue reading

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Image dynamic range

Intro This post is a second part of my mini-series 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

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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

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Technical debt… or technical weight?

Introduction Whole idea for this post came from a very inspiring conversation with my friends and ex-colleagues from Ubisoft that we had over a dinner few months ago. We started to talk about some sophisticated code algorithm – an algorithm … Continue reading

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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

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