Reasons to be Creative

Speaking at Reasons to be Creative 2015

Hey there! A quick update to plug the fact that I’ll be speaking again at Reasons to be Creative in Brighton, September 7 to 9! As it’s one of my all-time favourite events, I’m stoked to be representing the real-time 3D graphics programming crowd (while being incredibly humbled by the other names on the bill)! What can you expect…

Unprojections Explained

Recently, one of the responses to the Reconstruction Positions […] post dealt with the unprojection of frustum corners. More specifically: with the inverted projection matrix and the final division with the coordinate. Being the lazy sod that I am on Sundays, I thought I’d quickly google it and paste a link with the explanation. Only one problem:…

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…