All posts
mynameismjp.wordpress.com
mynameismjp.wordpress.com
2019
15 Jan 2019
2018
Breaking Down Barriers – Part 6: Experimenting With Overlap and PreemptionRead at mynameismjp.wordpress.com (opens in a new tab)
10 Dec 2018
Breaking Down Barriers – Part 5: Back To The Real WorldRead at mynameismjp.wordpress.com (opens in a new tab)
9 Sept 2018
Breaking Down Barriers – Part 4: GPU PreemptionRead at mynameismjp.wordpress.com (opens in a new tab)
4 Jul 2018
Breaking Down Barriers – Part 3: Multiple Command ProcessorsRead at mynameismjp.wordpress.com (opens in a new tab)
18 Jun 2018
Breaking Down Barriers – Part 2: Synchronizing GPU ThreadsRead at mynameismjp.wordpress.com (opens in a new tab)
2 Apr 2018
Breaking Down Barriers – Part 1: What’s a Barrier?Read at mynameismjp.wordpress.com (opens in a new tab)
6 Mar 2018
2016
10 Oct 2016
SG Series Part 5: Approximating Radiance and Irradiance With SG’sRead at mynameismjp.wordpress.com (opens in a new tab)
10 Oct 2016
SG Series Part 4: Specular Lighting From an SG Light SourceRead at mynameismjp.wordpress.com (opens in a new tab)
10 Oct 2016
SG Series Part 3: Diffuse Lighting From an SG Light SourceRead at mynameismjp.wordpress.com (opens in a new tab)
10 Oct 2016
10 Oct 2016
SG Series Part 1: A Brief (and Incomplete) History of Baked Lighting RepresentationsRead at mynameismjp.wordpress.com (opens in a new tab)
10 Oct 2016
New Blog Series: Lightmap Baking and Spherical GaussiansRead at mynameismjp.wordpress.com (opens in a new tab)
10 Oct 2016
Bindless Texturing for Deferred Rendering and DecalsRead at mynameismjp.wordpress.com (opens in a new tab)
25 Mar 2016
2015
Stairway To (Programmable Sample Point) HeavenRead at mynameismjp.wordpress.com (opens in a new tab)
14 Sept 2015
2014
Weighted Blended Order-Independent TransparencyRead at mynameismjp.wordpress.com (opens in a new tab)
4 Feb 2014
2013
What I’ve been working on for the past 2 yearsRead at mynameismjp.wordpress.com (opens in a new tab)
12 Jun 2013
2012
5 Nov 2012
Experimenting with Reconstruction Filters for MSAA ResolveRead at mynameismjp.wordpress.com (opens in a new tab)
29 Oct 2012
Applying Sampling Theory To Real-Time GraphicsRead at mynameismjp.wordpress.com (opens in a new tab)
22 Oct 2012
15 Oct 2012
2011
6 Dec 2011
Average luminance calculation using a compute shaderRead at mynameismjp.wordpress.com (opens in a new tab)
10 Aug 2011
Anamorphic lens flares: the lens flare of the 2010’s?Read at mynameismjp.wordpress.com (opens in a new tab)
10 Jun 2011
How To Fake Bokeh (And Make It Look Pretty Good)Read at mynameismjp.wordpress.com (opens in a new tab)
28 Feb 2011
2010
Conservative Depth Output (and Other Lesser-Known D3D11 Features)Read at mynameismjp.wordpress.com (opens in a new tab)
15 Nov 2010
6 Sept 2010
D3D Performance and Debugging Tools Round-Up: PerfHUDRead at mynameismjp.wordpress.com (opens in a new tab)
7 Mar 2010
D3D Performance and Debugging Tools Round-Up: PIXRead at mynameismjp.wordpress.com (opens in a new tab)
15 Feb 2010
New Series: D3D Performance and Debugging Tools Round-UpRead at mynameismjp.wordpress.com (opens in a new tab)
15 Feb 2010
2009
15 Dec 2009
Scintillating Snippets: Storing Normals Using Spherical CoordinatesRead at mynameismjp.wordpress.com (opens in a new tab)
17 Jun 2009
5 May 2009
27 Mar 2009
Scintillating Snippets: Reconstructing Position From DepthRead at mynameismjp.wordpress.com (opens in a new tab)
10 Mar 2009
Scintillating Snippets: Programatically Adding Content To A Content ProjectRead at mynameismjp.wordpress.com (opens in a new tab)
19 Feb 2009
Profiling Events vs. Virtual Functions On The 360Read at mynameismjp.wordpress.com (opens in a new tab)
23 Jan 2009
Book Recommendation: Real-Time Collision DetectionRead at mynameismjp.wordpress.com (opens in a new tab)
17 Jan 2009
2008
19 Dec 2008
XNA HDR Rendering Sample (With LogLuv Encoding)Read at mynameismjp.wordpress.com (opens in a new tab)
19 Dec 2008
Undated
85 posts from mynameismjp.wordpress.com are held, newest first (corpus.blog, measured 11 October 2026).