/explore

Click through on any links that interest you or select the planets on the right to continue exploring the Outer Web.
You are here

mynameismjp.wordpress.com
| | leifnode.com
4.1 parsecs away

Travel
| | I've been looking at a lot of resources on current rendering algorithms to get nice looking real-time graphics and thought that it's time that I actually go and
| | www.jendrikillner.com
3.7 parsecs away

Travel
| |
| | therealmjp.github.io
3.7 parsecs away

Travel
| | Before I bought a decent DSLR camera and started putting it in manual mode, I never really noticed bokeh that much. I always just equated out-of-focus with blur, and that was that. But now that I've started noticing, I can't stop seeing it everywhere. And now every time I see depth of field effects in a game that doesn't have bokeh, it just looks wrong. A disc blur or even Gaussian blur is fine for approximating the look of out-0f-focus areas that are mostly low-frequency, but the hot spots just don't look right at all (especially if you don't do it in HDR).
| | logins.github.io
27.4 parsecs away

Travel
| Why talking about the Root Signature? The Root Signature is the object that represents the link between the command list and the resources used by the pipeline. It specifies the data types that shaders should expect from the application, and also which pipeline state objects are compatible (those compiled with the same layout) for the next draw/dispatch calls. To check a practical usage of the root signature you can refer to my github repo FirstDX12Renderer by clicking here. Composition of the root signature will be described next. Note: Reader here is assumed to have a general understanding of D3D12 graphics pipeline and resources. You can read my article about the Pipeline State Object (PSO) and an article fully dedicated to shader resources will come late...