Weekly curated roundup of graphics programming resources covering PBR theory (Cook-Torrance BRDF, GGX NDF, Fresnel equations), volumetric fog derivation, VNDF-based micro-shadowing with LUT approximation, Vulkan pipeline barriers and image layouts, per-texel lightmap baking with compute shaders, a Vulkan voxel spring-mass simulation for GPU audio, the Eyot GPU programming language, UV transformations in Godot, idTech8's geometry pipeline for DOOM: The Dark Ages using a triangle visibility buffer, and an introduction to geometric algebra's wedge product.

3m read timeFrom jendrikillner.com
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