Tag Archives: rendering

Why are video games graphics (still) a challenge? Productionizing rendering algorithms

Intro This post will cover challenges and aspects of production to consider when creating new rendering / graphics techniques and algorithms – especially in the context of applied research for real time rendering. I will base this on my personal … Continue reading

Posted in Code / Graphics | Tagged , , , , , , , , | 4 Comments

Compressing PBR material texture sets with sparsity and k-SVD dictionary learning

Introduction In this blog post, I am going to continue exploration of compressing whole PBR texture sets together (as opposed to compressing each texture from the set separately) and using the fact that those textures are strongly correlated. In my … Continue reading

Posted in Code / Graphics | Tagged , , , , , , , , , , | 8 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 , , , , , , , , , | 10 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

Posted in Code / Graphics, Travel / Photography | Tagged , , , , , , , , , , | 3 Comments

Siggraph 2014 talk slides are up!

As promised during my talk, I have just added Siggraph 2014 Advances in the Real-Time rendering slides, check them out at my Publications page. Some extra future ideas I didn’t manage to cover in time are in bonus slides section, … Continue reading

Posted in Code / Graphics | Tagged , , , , , , , | Leave a comment