Eric Arnebäck Profile picture
Software Engineer specialized in computer graphics.
Nov 30, 2018 26 tweets 6 min read
someone asked me a good question, so I will write down the reply as a twitter thread below :D
Question is something like: "Where do the BRDF formulas come from? How can we make our own?"
Answer: I will mostly explain specular BRDFs, since they are most used.
the most common way of making them, is by approximating the material
surface as a bunch of small mirrors called microfacets.
Nov 14, 2018 16 tweets 8 min read
Alright! below im gonna post my collection of links related to
occlusion culling. if I missed good links, you folks are welcome to
post them below. "Practical, Dynamic Visibility for Games"
blog.selfshadow.com/publications/p…
occlusion culling by creating hiz-buffer from occluders.
also uses it for shadow caster culling. they find AABB of
objects for culling against hiz-buffer Image
Sep 4, 2018 12 tweets 4 min read
alright, below I'm gonna list some professors/researchers in Computer Graphics whose research and papers I absolutely love.

you folks are also very much welcome to post your own suggestions below! Morgan McGuire(@CasualEffects)

Virtual Reality, Real-time Rendering, Transparency, Anti-aliasing
Shadows, Ambient Occlusion
casual-effects.com/#research
Aug 2, 2018 16 tweets 7 min read
Alright! Below Im gonna post some good links, for people who are interested in volume rendering! webdocs.cs.ualberta.ca/~pierreb/Visua…
Old course notes. In particular, see section 1.2.2, which explains the
important volume rendering integral.
Jun 25, 2018 10 tweets 3 min read
I will now write down a TL;DR of the paper below

"Adaptive Temporal Antialiasing".
casual-effects.com/research/Marrs… Temporal Anti Alasing(TAA) is a frequently used Anti-aliasing technique,
but it struggles when the colors of pixels change suddenly,
and when objects get occluded and then disoccluded.
Jun 5, 2018 36 tweets 4 min read
How To become an advanced graphics programmer:
Some general advice and tips from me, an expert graphics programmer
huge thread below. If you are at the level at which you can comfortably
read e.g. advanced GDC presentations and siggraph papers, and
then implement them by youself in an reasonable amount of time,
I consider you an advanced graphics programmer,
Jun 2, 2018 15 tweets 5 min read
All right guys! Let's start posting and sharing links useful
for guys who want to get into physical simulation in computer graphics!!!
I'll start below!!! For getting into fluid simulation, I think Smoothed Particle Hydrodynamics is the easiest way. A great thesis about this:
image.diku.dk/projects/media…
May 24, 2018 12 tweets 3 min read
Below, I will write down some general advice for beginners,
who are just getting started in Computer Graphics(using C++ with OpenGL or DirectX)

If you guys got any more advice, you are welcome to add it! 1. learn linear algebra well. the concepts you will mostly be needing in graphics are

* Cross Product
* Dot Product
* Transformation Matrix
* Orthonormal Bases.
* intersection calculations. e.g., intersection between ray and sphere

focus your efforts on groking the above.