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Recent Posts
- Gradient-descent optimized recursive filters for deconvolution / deblurring September 5, 2022
- Progressive image stippling and greedy blue noise importance sampling August 31, 2022
- Removing blur from images – deconvolution and using optimized simple filters May 26, 2022
- Transforming “noise” and random variables through non-linearities March 16, 2022
- Fast, GPU friendly, antialiasing downsampling filter March 7, 2022
Categories
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
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 compression, graphics, graphics programming, image processing, linear algebra, machine learning, maths, PBR, rendering, signal processing, textures
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 float, floating point, floats, graphics, mathematica, mathematics, noise, programming, quantization, rendering
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
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