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.
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.
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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