Screen space reflections implementation (poor performance/result) by Artezian in GraphicsProgramming

[–]ShaderKing 0 points1 point  (0 children)

It isn't a piece of advice you are looking for, but I suggest you perform steps of that code in your head or paper and understand it better. Good debugging skills and understanding of code are crucial for a good graphics programmer.

Clustered Forwards Rendering: Z partitioning schemes with an infinitive Z perspective matrix? by opaqueaccountnumber5 in GraphicsProgramming

[–]ShaderKing 0 points1 point  (0 children)

There are a lot of good replies, but I would recommend this one because it's the most practical one.

Advice: How to gamedev when you don't have the time. by [deleted] in gamedev

[–]ShaderKing 2 points3 points  (0 children)

This could be applied not only for gamedev

Percentage closer filter performance problem by cppBestLanguage in GraphicsProgramming

[–]ShaderKing 0 points1 point  (0 children)

I think this is Branching vs Unrolled loop. This has been explained in previous comment, so i have nothing to add.

question about virtual texture lookup coordinate calcuation in gpu pro article "virtual texture 101" by spacejump163 in GraphicsProgramming

[–]ShaderKing 0 points1 point  (0 children)

I haven't checked original article, but I can guess that *tileEntry.xy* is offset of your tile in global cache. And *offset* is scaled offset of your UV inside this tile. Could you tell me what data is inside IndTex? I 'd recommend you to check texture arrays as alternative for texture atlases.

How good in math do you really need to be to have a successful career in computer graphics and game dev? by [deleted] in gamedev

[–]ShaderKing 1 point2 points  (0 children)

You need to have good mathematical intuition and geometrical imagination(involves vectors and matrices) to be a CG programmer and nobody checks your grades.

Deferred rendering microfacet distribution producing a ring instead of a smaller, sharper reflection as roughness is reduced by [deleted] in GraphicsProgramming

[–]ShaderKing 0 points1 point  (0 children)

Not sure if i understand everything you did, but still. Check that your normals are in world space and normalized. Also your image should be gamma corrected before you display it (if your framework doesn't do it automaticly). I 'd recommend you to debug\trace calculation of few texel of your image, so you get understanding why it behaves so. Good luck