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Behind the Pixels

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Latest posts

Lens Matched Shading and Unreal Engine 4 Integration (Part 1)

Recently I have published a seires of articles on developer.nvidia.com about Lens Matched Shading and its integration into Unreal Engine 4. I am also reposting it here on my blog. The original post can be viewed at here: Lens Matched Shading and Unreal Engine 4 Integration Part 1

Lens Matched Shading and Unreal Engine 4 Integration (Part 2)

Continuing the seris on LMS and UE4 integration, this time we take a deep dive into the details of integration into UE4. The original post can be viewed here.

Lens Matched Shading and Unreal Engine 4 Integration (Part 3)

The last post about LMS and UE4 integration, this time we focus on some important optimization strategies. The original post can be viewed here.

Onward!

Welcome to my new site! I created my previous website edxgraphics.com in 2012 to serve as my portfolio when I was applying grad school. And I’ve been sporadically updating it with technical blogs, stunning images rendered by my softwares, as well as information on my projects.

Immediate mode GUI

Recently I have been re-writing my own GUI library. This time I took an immediate mode approach rather than the traditionally “retained mode”. I am quite happy with what I’ve got so far, both in terms of functionality and aesthetic. The following is a screenshot.

Using Bidirectional path tracing with Irradiance caching in EDXRay

Recently I have implemented irradiance caching in the renderer I have been independently developing, EDXRay. This enabled the renderer to synthesize noiseless images in a short amount of time.