Graphics Effects

  • Drawing Lines is Hard

    Summarizes the problem of GPU line primitives and explores a few different techniques for 2D and 3D triangulated line rendering, and accompany each with a small canvas demo.

    • article
    • GLSL
  • Learn OpenGL: Shadow Mapping

    Basic tutorial on shadow mapping

    • tutorial
    • c++
    • GLSL
  • Instanced Line Rendering Part I

    Builds on the foundation from "Drawing Lines is Hard" and uses instance rendering to draw lines

    • article
    • GLSL
    • JavaScript
  • Instanced Line Rendering Part II: Alpha blending

    Continues instanced line rendering, introducing alpha-blending for triangulated lines.

    • article
    • GLSL
    • JavaScript
  • 5 ways to draw an outline

    Discussed 5 techniques for rendering an outline around an object

    • article
  • Experiments in Hybrid Raytraced Shadows

    Explores combining rasterization and ray tracing for shadow rendering

  • John Chapman SSAO Tutorial (2013)

    A tutorial on implementing SSAO

    • article
  • Learn OpenGL guest article: Cascaded Shadow Mapping

    Learn OpenGL guest article on cascaded shadow mapping, which resolves the resolution issues of the naive shadow mapping

    • article
    • GLSL
  • Percentage-Closer Soft Shadows

    NVIDIA paper introducing Percentage-Closer Soft Shadows (PCSS), based on shadow mapping and percentage‐closer filtering (PCF)

    • paper
  • The Transvoxel Algorithm

    Eric Lengyel's voxel meshing algorithm for seamlessly stitching together neighboring triangle meshes generated from voxel data at differing resolutions so that level of detail.

  • Using Blue Noise For Raytraced Soft Shadows

    Article from the "blue noise guy" talking about how to apply blue noise to raytraced soft shadows

  • Efficient Shadows from Many Lights (2015)

    Techniques for efficiently rendering shadows from many light sources in real-time

    • slides
  • Grass Rendering Series

    Blog post series talks about theory of grass rendering, how to implement that in Godot, and adding animation, interaction, and LOD

  • Responsive Real-Time Grass Rendering for General 3D Scenes (2017)

    A paper on real-time grass rendering with realistic physics with the help of compute shader and the hardware-tessellation pipeline

  • The Quest for Very Wide Outlines

    An exploration of techniques for rendering very wide outlines around objects.

    • article
  • Know your SSAO artifacts (2013)

    A guide to identifying and mitigating common SSAO rendering artifacts

    • article