Notes

Measured graphics notes from earlier work

The Penumbra Condition, Radiance Cascades in Flatland Why a shadow is crisp at the washer drum and blurry down the aisle, and the global-illumination trick built on that. The Half-Vector Jacobian, Visible Normals of Isotropic GGX Why sunset glare on a wet road is so hard to render cleanly, and the trick that fixes it. The Toksvig Factor: Specular Exponent from Normal Length Why distant metal in games fizzes and sparkles as you move, and how to calm it. Shadow Map Bias as Geometric Error Why game shadows come out striped or float off people's feet, and the one setting behind both. Multiple Importance Sampling and the Balance Heuristic Those stray white dots in a noisy render are called fireflies, and one simple blend makes them go away. Light Sampling and the Area Jacobian Aim your rays at a lamp and forget one small factor, and the whole room comes out at the wrong brightness. Solid Angle and the Rendering Equation Why a skylight overhead lights a room far more than the same window low on the wall. Importance Sampling: Phong Lobe vs Cosine Two ways to aim the same rays: one leaves bright speckles, the other leaves dark holes. Reprojection and Depth Discontinuities Why a character moving in front of a wall can leave a smeared trail behind them in games. Temporal Accumulate vs TAA Ghosting The ghostly trails behind moving objects in modern games, and the trick that erases them. Tone Mapping: Scene-Referred to Display-Referred Why the sun in a photo blows out to flat white, and how renderers squeeze real brightness onto a screen. Split-Sum Image-Based Lighting How games make shiny objects reflect a whole room without tracing a single ray. Parallax Occlusion Mapping: Height March, Flat Silhouette Game bricks that look deep head-on turn out to be painted flat once you see them edge-on. Anisotropic Footprints: Jacobian, Ellipse, Over-Blur Why floor textures in games turn to mush when you look along them, and how to keep them sharp. How a mipmap presents in the scene Distant brick walls in games blur on purpose, because the alternative is a crawling, shimmering mess.