Direct3D 12
BRE Architecture Series Part 1 – Overview
Many years ago, I chose to study Computer Sciences because I always knew I wanted to work in the video games industry or something…
Normal Vector Transformation
In this post, I am going to talk about the normal vector and the correct way to transform it.
DirectX 12 – Ambient Occlusion – The Second Approach
After some time trying to implement and understand ambient occlusion (with a failed attempt), I finished a better implementation. This was after I…
How can I find the pixel space coordinates of a 3D point – Part 3 – The Depth Buffer
In this opportunity, we are going to talk about the depth buffer. I recommend you to read Part 1 and Part 2 first. I am…
How can I find the pixel space coordinates of a 3D point – Part 2 – Perspective Projection Matrix Generation
In this opportunity, we are going to talk about perspective projection matrix computation.
How can I find the pixel space coordinates of a 3D point – Part 1 – Space Transformations + Homogeneous Space Coordinates
Recently, I felt I needed to improve my knowledge about perspective projection matrix and depth buffer, so I think a good idea is to…
DirectX 12 – Ambient Occlusion – The First Approach
In this post, I am going to show how I implemented ambient occlusion in my DirectX 12 rendering engine.
EVA 2016 – Deferred Shading in DirectX 12
I was invited to present in EVA 2016 that took place in Palermo, Buenos Aires, Argentina.
DirectX 12 Engine- Updates + Demo
In this post, I am going to describe some changes I did to my DirectX 12 rendering engine.
DirectX 12 Engine – Image Based Lighting (IBL) + Tone Mapping
In this post, I am going to tell you about the changes I did in my little engine.