Alexandre Pestana
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2015
1
February
1
Base color, Roughness and Metallic textures for Sponza
February 5, 2015
· 2 min · Alexandre
2014
13
October
1
DrawIndirect performances
October 25, 2014
· 3 min · admin
September
2
Integrating RenderDoc
September 26, 2014
· 3 min · admin
Improved shadows using dithering and temporal supersampling
September 4, 2014
· 4 min · admin
August
2
Volumetric lights
August 16, 2014
· 6 min · admin
Dynamic shadow casting point lights for tiled deferred rendering
August 1, 2014
· 7 min · admin
April
3
Implementation of the Disney principled BRDF
April 22, 2014
· 3 min · admin
Tweaking the Cook Torrance BRDF
April 11, 2014
· 2 min · admin
Physically Based Shading, Metallic and Specular workflows
April 4, 2014
· 4 min · admin
March
3
Physically based rendering viewer
March 30, 2014
· 3 min · admin
Voxel visualization using DrawIndexedInstancedIndirect
March 18, 2014
· 6 min · admin
Voxelization using the GPU hardware rasterizer
March 10, 2014
· 4 min · admin
February
2
Visual Studio has triggered a breakpoint
February 26, 2014
· 3 min · admin
“Physical” midi user interface for lazy programmers
February 18, 2014
· 3 min · admin
2013
4
February
2
Udacity Introduction to Parallel Programming CS344 VS 2012 Solution
February 11, 2013
· 1 min · admin
Particles - Collision and Flow Maps
February 7, 2013
· 1 min · admin
January
2
C++/DirectX 11 - 48h Deferred Rendering Engine
January 29, 2013
· 1 min · admin
GPU Particles
January 19, 2013
· 2 min · admin