Porsche 911 Showcase

Project: WebGL Porsche 911 Showcase

I don’t really get to post much about actual projects for a couple of reasons. My work is usually behind the scenes graphics coding, which typically result in posts about the techniques rather than the projects themselves. In my last project, a showcase project for the new Porsche 911 with the German agency UDG, I was the user of a 3D…

Subsurface Scattering

Deferred Subsurface Scattering using Compute Shaders

I’ve recently decided to look into supporting subsurface scattering in my playground rendering engine Helix. It’s not the first time I’ve dabbled in the subject, but not being limited to crappy platforms I could push things a bit further. It’s a well researched and oft written about topic, so I’ve been reluctant to write up…

Reconstructing positions from the depth buffer

Introduction [edit] To start things off more easily, I decided to limit this post to perspective projections and move on to the generalization (including orthographic projections) in a next blog post. When doing deferred shading or some post-processing effects, we’ll need the 3D position of the pixel we’re currently shading at some point. Rather than…