About a month ago I opened my Twitter account DMs and invited people to ask me questions about rendering and graphics programming. It had a good response and quite a large number of people sent me their questions.
It caught me by surprise though that the majority of questions was not about particular graphics techniques but about how can one start learning graphics programming. This was not about choosing a graphics course, it was people that knew how to program and wanted to switch to or make a start at graphics.
It appears that with all those graphics APIs, the many freely available game engines, the multitude of graphics frameworks and games that continuously raise the bar in graphics, people feel intimidated and overwhelmed. They don’t know where to start. Continue reading “How to start learning graphics programming?”
I came across a very interesting post on performing normal mapping without a precalculated tangent frame. The technique is an extension/optimisation to the one presented by the same author in ShaderX5, and it elegantly and efficiently calculates the tangent frame in the pixel shader removing the need for storing tangent and bitangent vectors in each vertex. Continue reading “Normal Mapping Without Precomputed Tangents”
The world, as we experience it visually, is the result of the interplay between light and matter. This interplay we try to model and replicate, with varying degrees of success, with computer graphics.
I am a graphics programmer working in the games industry. I love learning and trying new graphics techniques and experimenting with new algorithms. This blog will be my scratchpad where i’ll document my little experiments.