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Recent Posts
- How I use ChatGPT daily (scientist/coder perspective) January 22, 2024
- Praising hacking and low-tech solutions. ChatGPT wrote me a personal Javascript browser “plugin.” September 17, 2023
- I left Silicon Valley for NYC 2.5y ago – a retrospective September 4, 2023
- Gradient-descent optimized recursive filters for deconvolution / deblurring September 5, 2022
- Progressive image stippling and greedy blue noise importance sampling August 31, 2022
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Recent Posts
- How I use ChatGPT daily (scientist/coder perspective) January 22, 2024
- Praising hacking and low-tech solutions. ChatGPT wrote me a personal Javascript browser “plugin.” September 17, 2023
- I left Silicon Valley for NYC 2.5y ago – a retrospective September 4, 2023
- Gradient-descent optimized recursive filters for deconvolution / deblurring September 5, 2022
- Progressive image stippling and greedy blue noise importance sampling August 31, 2022
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Author Archives: bartwronski
Dithering part two – golden ratio sequence, blue noise and highpass-and-remap
In previous part of the mini-series 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
11 Comments
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
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
9 Comments
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
Posted in Code / Graphics
Tagged code design, code style, naming, plug-ins, programming, readability
1 Comment
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
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
19 Comments
Technical debt… or technical weight/burden?
Introduction The 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 a few months ago. We started to talk about a sophisticated code 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, physically-based 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 screen-space deferred decals
Screen-space 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 non-destructive 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 next-generation post-effects pipeline
Hey, it’s been a while since my last post. Today I will focus on topic of post-effects. Specifically, I wanted to talk about next-gen 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
Python as scientific toolbox – 8 months later
I started this blog with a simple post about my attempts to find free Mathematica replacement tool for general scientific computing with focus on graphics. At that time I recommended scientific Python and WinPython environment. Many months have passed, I … Continue reading
Posted in Code / Graphics
Tagged algorithms, Anaconda, mathematica, python, sublime text, tools, winpython
1 Comment
New debugging options in CSharpRenderer framework
Hi, minor update to my C#/.NET graphics rendering framework / playground got just submitted to GitHub. I implemented following new features: Surface debugging snapshots One of commentators asked me how to easily display for debug SSAO buffer – I had no easy … Continue reading
Posted in Code / Graphics
Tagged .NET, C#, framework, github, graphics, graphics programming
4 Comments
Updated Poisson-like generator with GUI and more
Just a super short note: I updated my simple rendering-oriented Poisson-like pattern generator with: Very simple GUI made in PyQt to make experimenting easier. Option to do rotating disk (with minimizing rotated point distance) for things like Poisson bokeh / … Continue reading
Posted in Code / Graphics
Tagged algorithms, Anaconda, antialiasing, graphics programming, mathematica, poisson, programming, pyqt, python, stochastic
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Major C#/.NET graphics framework update + volumetric fog code!
As I already promised too many times, here comes major CSharpRenderer framework update! As always, all code available on GitHub. Note that the goal is still the same – not to write most beautiful or fast code, but to provide a … Continue reading
Posted in Code / Graphics
Tagged .NET, algorithms, C#, graphics, graphics programming, postprocessing, supersampling, temporal, temporal supersampling
18 Comments
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