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Posts about graphics:

Sunstone dev log 23: colour 'n' stuff

Physically-based rendering with RGB.

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Sunstone dev log 22: physically-based camera

Cameras and photometry.

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Sunstone dev log 21: radiometry musings

Making sense of radiometric units.

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Sunstone dev log 20: fixing memory bandwidth

Experiencing the runtime cost of different memory types.

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Sunstone dev log 19: less overdraw

Improving overdraw, reverse Z and floating-point resolution.

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Sunstone dev log 18: overdraw

Visualising fragment overdraw.

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Sunstone dev log 17: multisampling

Code cleanup, multisampling.

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Sunstone dev log 16: depth in depth

Understanding logarithmic depth.

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Sunstone dev log 15: Bistro is here

Seeing Bistro right-way up, and improving depth buffer precision.

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Sunstone dev log 14: load a bigger model

Flame graphs, and a first glimpse of the Bistro.

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Two weeks of graphics programming

I 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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