Writings


A random selection of my expository work. Listed in alphabetical order. Some of these have been published, some of these are technical reports. Click here for a complete list.

articles

Smooth Penumbra Transitions with Shadow Maps

Shadows provide important visual cues as to the geometric relationship between objects. Real-time shadows are therefore an important aspect in games (or so I’d like to think). Real-time soft shadows are even more important (or so I’d like to justify this paper).

Fast Terrain Rendering using Geometrical Mipmapping

I like to believe that writing a terrain renderer is an excellent means of getting to grips with graphics programming. Writing one that is a little bit more clever than brute-force, but still brute-force enough to be optimal for hardware rendering is interesting too.

Optimal Spherical Harmonics Projection

This paper discusses projection of spherical functions into the spherical harmonics basis. Actually, it shows how to optimally project a function that is defined on just a subset of S2 (to within a subset of measure zero) into this basis. Failing to use this technique will result in ringing artifacts! The accompanying sourcecode can be found here.

Real-Time Subsurface Scattering of Arbitrary Objects

Really, the BRDF does not cut it for semi-translucent materials. However, if we want to use the BSSRDF we turn the rendering equation into something even more horrid to evaluate! Thankfully, under some simplifying assumptions we can prove that the multiple-scattering term is nothing more than the inverse of a sharpening filter.

Pros and Cons of SH-Based Dynamic Lighting [...]

Some people still seem to be a bit confused as to what spherical harmonics really are, and what they are useful for. This is an essay on some popular techniques in real-time computer graphics that make use of spherical harmonics.

books

ShaderX3 : Advanced Rendering with DirectX and OpenGL

I was section editor for two sections (“Tools”, and “Environmental Effects”) of the recently released book ShaderX3, edited by Wolfgang Engel, and published by Charles River Media. Go and buy it, if only for the shiny black hardcover.

Graphics Programming Methods

Not many people seem to know about this book. This is unfortunate, because it contains a number of interesting chapters. Heck, I even contributed a chapter to it!

 

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