INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS
finally done.
gpfault.net/posts/sph.html
Posts by Alex Tardif
Cool project, it's encouraging that you could integrate it in one evening :D
Graphics Programming weekly - Issue 435 - April 5th, 2026 www.jendrikillner.com/post/graphic...
I knew this area would hit different with RT. One of my favs, awesome :D
I can't claim much credit, but the people I get to work with are incredible :D
Looks great btw :-)
I can't believe I get to work on Soulframe. I fell into a dream game that resonates with my spirit in a way I did not think I would ever get the chance to experience, and for a company that believes in human made experiences.
gameinformer.com/cover-reveal...
Amazing :D Thank you for all your work with Slug!
New blog post: A Decade of Slug
This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain.
terathon.com/blog/decade-...
A generation of artists tossed away as valueless while consumer hardware becomes unavailable and unaffordable and your $500+ electricity bill all for the privilege of subsidizing the Gooner Lipstick Filter Pro while technologists expect you to clap that the glorious future of video games has arrived
2 more Nanite Tessellation posts are up. graphicrants.blogspot.com/2026/02/nani...,
graphicrants.blogspot.com/2026/03/vari...
Path traced volume of a bunny
Path traced volume of a bunny with an emissive center
Path traced volume of a bunny
Path traced living room with a homogeneous fog volume
GPU Tracing Participating Media
alextardif.com/Participatin...
Just some HLSL this time :-) Not a long form post, I've been reading PBR and maybe this will be helpful to share!
Think in VR I'd avoid it just because of the potential for the adaptation to upset the user haha, I can already feel it in my stomach from thinking about it
Yeh the EV relationship is an interesting one, I don't remember if I considered that when I wrote it (I didn't school myself on perception until later) but retrospectively it would make sense to use it for that benefit too :-)
Ah this is so cool! Thanks for sharing, it is a lot of fun to follow along with your excellent work :D
Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.
I finally wrapped up the second post on the series about micro-shadowing. On this one I go over a basic approach based on a microsurface, and I show results for different materials and lighting conditions.
irradiance.ca/posts/micros...
Graphics Programming Conference 2025 presentation recordings are now online: www.youtube.com/watch?v=iRVL...
For sure, and we have plenty of evidence already that this is true, though I don't think that it gets proper attribution.
Lowballed indeed. I was probably hyped from building what would become ZOS's new, dead engine, none of which has been seen.
The downsides are real, but I'm especially grateful UE5 existed in time for this layoff era, and for catalysing developers of games like Expedition 33.
Excited to share that GPU Zen 4: Advanced Rendering Techniques is officially out. This volume features work from some of the most visually impactful projects of recent years, including #AssassinsCreed , #DOOM , #StarwarsOutLaws and NVidia's Zorah. And a killer cover :)
Exciting :D ordered mine!
A path traced image of a volumetric bunny in a living room
Being visited by a dreamy bunny
Interesting paper showing great results for replacing standard low-res rendering + temporal upsampling (DLSS) with high-res GBuffer + adaptive sampling. Makes sense given rising costs of lighting computations vs GBuffer. arxiv.org/abs/2602.08642
PS5 and PC π