Graphic Rants

Graphical, textual ramblings of a coder.

Saturday, May 12, 2018

Normal map filtering using vMF (part 3)

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$$ \newcommand{\vv}{\mathbf{v}} \newcommand{\rv}{\mathbf{r}} \newcommand{\muv}{\boldsymbol\mu} \newcommand{\omegav}{\boldsymbol\omega} \n...

von Mises-Fisher (part 2)

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$$ \newcommand{\vv}{\mathbf{v}} \newcommand{\rv}{\mathbf{r}} \newcommand{\muv}{\boldsymbol\mu} \newcommand{\mudotv}{\muv\cdot\vv} $$ A n...

Spherical Gaussians (part 1)

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$$ \newcommand{\vv}{\mathbf{v}} \newcommand{\rv}{\mathbf{r}} \newcommand{\muv}{\boldsymbol\mu} \newcommand{\mudotv}{\muv\cdot\vv} $$ A Sp...

Spherical Gaussian series

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Intro and backstory About 4 years ago now I ran into Spherical Gaussian (SG) math in a few different publications in a row, enough that it ...
Saturday, March 29, 2014

UE4 available to all

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The big news from Epic at GDC this year was that Unreal Engine 4 is now available to everyone for only $19/month + 5% royalties . There...
6 comments:
Sunday, December 15, 2013

Tone mapping

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When working with HDR values, two troublesome situations often arise. The first happens when one tries to encode an HDR color using a...
5 comments:
Saturday, August 3, 2013

Specular BRDF Reference

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$$ \newcommand{\nv}{\mathbf{n}} \newcommand{\lv}{\mathbf{l}} \newcommand{\vv}{\mathbf{v}} \newcommand{\hv}{\mathbf{h}} \newcommand{\mv}{\m...
14 comments:
Sunday, July 28, 2013

Epic, SIGGRAPH, etc

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I'm resurrecting this blog from the dead. I'm sorry it's been neglected for a year but I've been busy. If you follow me on t...
1 comment:
Monday, May 14, 2012

Sparse shadows through tracing

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The system I described last time allowed specular highlights to reach large distances but only requires calculating them on the tiles where ...
6 comments:
Sunday, April 29, 2012

Tiled Light Culling

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First off I'm sorry that I haven't updated this blog in so long. Much of what I have wanted to talk about on this blog, but could...
2 comments:
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About Me

Brian Karis
San Francisco, CA
I am a Senior Graphics Programmer at Epic Games. This blog is a place for me to dump game and graphics related thoughts and share with the greater graphics community.
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