Sunstone dev log 23: colour 'n' stuff
Physically-based rendering with RGB.
Read morePhysically-based rendering with RGB.
Read moreCameras and photometry.
Read moreMaking sense of radiometric units.
Read moreExperiencing the runtime cost of different memory types.
Read moreImproving overdraw, reverse Z and floating-point resolution.
Read moreVisualising fragment overdraw.
Read moreCode cleanup, multisampling.
Read moreUnderstanding logarithmic depth.
Read moreSeeing Bistro right-way up, and improving depth buffer precision.
Read moreFlame graphs, and a first glimpse of the Bistro.
Read moreI want to move my career in the direction of computer graphics, so lately I’ve been working on a real-time renderer using Vulkan. I won’t make the code public until I consider it portfolio-worthy, but I will publish updates on my progress. Here are the first 14 entries of the offline log I kept.
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