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 filled some gaps I had about perspective projection matrix and depth buffer (I made three posts about this).
Now, I wanted to describe from the beginning what I know and learned about ambient occlusion.
Continue reading “DirectX 12 – Ambient Occlusion – The Second Approach”
How can I find the pixel space coordinates of a 3D point – Part 3 – The Depth Buffer
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 write some posts explaining the doubts I had and the sources I read to evacuate them. This could be useful for others and a good reference for me.
I am a DirectX user, so all I will describe here is related to that API. OpenGL/Vulkan is similar, but I am not going to mention/explain them.
EVA 2016 – Deferred Shading in DirectX 12
I was invited to present in EVA 2016 that took place in Palermo, Buenos Aires, Argentina.
Continue reading “EVA 2016 – Deferred Shading in DirectX 12”
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.
Continue reading “DirectX 12 Engine – Image Based Lighting (IBL) + Tone Mapping”
DirectX12 Engine – Metals, Normal Mapping, Tessellation, Displacement Mapping
In this post, I am going to tell you about how my little engine is going.
Continue reading “DirectX12 Engine – Metals, Normal Mapping, Tessellation, Displacement Mapping”