Rendering
Normal Vector Transformation
In this post, I am going to talk about the normal vector and the correct way to transform it.
The RGB Color Model
In this post, we are going to describe the RGB color model.
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.