PBR

  • Area Lights with Physically Based Rendering
  • AreaLights

  • Area Lights with Physically Based Rendering
  • Rectangle Light diffuse vs 3DS Max
  • Transmitted specular
  • Transmitted specular progress
  • Working some improvements to rectangle lights
  • Roughness

  • Area Lights with Physically Based Rendering
  • Materials

  • Area Lights with Physically Based Rendering
  • AssetPath

  • Processing textures with the XLE scriptable asset path
  • Gradle

  • Processing textures with the XLE scriptable asset path
  • IBL

  • Processing textures with the XLE scriptable asset path
  • Improved IBL
  • Transmitted specular
  • OITrans

  • Comparing different methods for order independent transparency
  • Tools

  • Environment Sample Streamlining
  • Material and Node Diagram Tool
  • Latest Tool Features
  • Transmission Node Diagram
  • Samples

  • Environment Sample Streamlining
  • Screenshots

  • Environment Rendering Screenshots
  • blog

  • First post
  • D3D

  • Dynamic Function Linking Graph for Shaders
  • ShaderCompile

  • Dynamic Function Linking Graph for Shaders
  • Lights

  • Improved IBL
  • Transmitted specular
  • Transmitted specular progress
  • Specular

  • Improved IBL
  • Transmitted specular
  • Transmitted specular progress
  • Transmitted specular
  • GGX

  • Improved IBL
  • Transmitted specular
  • Transmitted specular progress
  • Transmitted specular
  • Vulkan

  • Latest Update
  • Vulkan prototype - metal layer refactoring
  • Starting to experiment with Vulkan
  • Vulkan prototype - the big issues
  • Vulkan prototype - how many separate render passes in the lighting parser?
  • Vulkan latest progress -- core lighting working
  • Vulkan prototype slowly progressing
  • HLSL shader prototype with Vulkan
  • Important Vulkan tips
  • Vulkan Workshop / DevU 2017
  • MaterialTool

  • Material and Node Diagram Tool
  • Transmission Node Diagram
  • Shaders

  • Material and Node Diagram Tool
  • Transmission Node Diagram
  • cross platform

  • Vulkan prototype - metal layer refactoring
  • Starting to experiment with Vulkan
  • Vulkan prototype - the big issues
  • Vulkan prototype - how many separate render passes in the lighting parser?
  • Vulkan latest progress -- core lighting working
  • Vulkan prototype slowly progressing
  • HLSL shader prototype with Vulkan
  • Important Vulkan tips
  • Vulkan Workshop / DevU 2017
  • Metal

  • Vulkan prototype - metal layer refactoring
  • RectangleLights

  • Rectangle Light diffuse vs 3DS Max
  • Working some improvements to rectangle lights
  • Releases

  • Release v0.04.0
  • SphericalHarmonics

  • Spherical Harmonics and applications in real time graphics
  • Spherical Harmonics and applications in real time graphics (part 2)
  • Spherical Harmonics and applications in real time graphics (part 3)
  • rendering

  • Starting to experiment with Vulkan
  • Vulkan Workshop / DevU 2017
  • API

  • Starting to experiment with Vulkan
  • Vulkan Workshop / DevU 2017
  • lighting

  • Vulkan latest progress -- core lighting working
  • shaders

  • Vulkan latest progress -- core lighting working
  • HLSL shader prototype with Vulkan
  • HLSL

  • Vulkan latest progress -- core lighting working
  • HLSL shader prototype with Vulkan
  • SPIR-V

  • Vulkan latest progress -- core lighting working
  • Vulkan prototype slowly progressing
  • HLSL shader prototype with Vulkan