Lone Henchman

Sometimes about tools, sometimes about graphics, sometimes I just ramble.

Posts tagged: shaders

Rendering an Infinite Grid

I've been working on a little VR project for a while, and one of the first things I needed at the start was something to stand on. So I made an infinite grid to be my floor. Here's how it works.

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Bicubic Filtering in Fewer Taps

This post is based on the technique described in GPU Gems 2, chapter 20, Fast Third-Order Texture Filtering. While that's certainly a good read, I found that the authors skipped over a lot of detail and optimized a little prematurely, making the result rather difficult to parse. If you've read and understood their paper, then this isn't going to be news to you.

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Deferred Shading Tricks

Deferred shading is a useful technique available on modern GPUs that allows one to decouple scene and lighting complexity. I'm not really writing a for-beginners article here. This is aimed at people who've got a basic engine set up and want to tune it.

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hqNx

This is a quick demo project I did a few years ago for fun. It's an implementation of the hq2x, hq3x, and hq4x image upscaling algorithms on the GPU.

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