The Danger Zone
Matt is the Lead Rendering Programmer for Sony Santa Monica Studio and used to be Engine Lead at Ready At Dawn Studios.
Shader Printf in HLSL and DX12
GPU Memory Pools in D3D12
The Shader Permutation Problem - Part 1: How Did We Get Here?
The Shader Permutation Problem - Part 2: How Do We Fix It?
Linking DXIL Binaries Using DXC
Read My Chapter in Ray Tracing Gems II!
Approximating Subsurface Scattering With Spherical Gaussians
An Introduction To Real-Time Subsurface Scattering
Half The Precision, Twice The Fun: Working With FP16 In HLSL
Hello, Hugo
Adventures in Retro Development: SNES Edition
Breaking Down Barriers - Part 6: Experimenting With Overlap and Preemption
Breaking Down Barriers – Part 5: Back To The Real World
Breaking Down Barriers - Part 4: GPU Preemption
Breaking Down Barriers - Part 3: Multiple Command Processors
Breaking Down Barriers - Part 2: Synchronizing GPU Threads
Breaking Down Barriers - Part 1: What's a Barrier?
SG Series Part 6: Step Into The Baking Lab
SG Series Part 5: Approximating Radiance and Irradiance With SG's
SG Series Part 4: Specular Lighting From an SG Light Source
SG Series Part 3: Diffuse Lighting From an SG Light Source
SG Series Part 2: Spherical Gaussians 101
SG Series Part 1: A Brief (and Incomplete) History of Baked Lighting Representations
New Blog Series: Lightmap Baking and Spherical Gaussians
Bindless Texturing for Deferred Rendering and Decals
Update For My Shadow Sample Update
Stairway To (Programmable Sample Point) Heaven
SIGGRAPH Follow-Up: 2015 Edition
Mitsuba Quick-Start Guide
Some Special Thanks
Shadow Sample Update
Come see me talk at GDC 2014
Weighted Blended Order-Independent Transparency
Sample Framework Updates
A Sampling of Shadow Techniques
DX11.2 Tiled Resources
SIGGRAPH Follow-Up
What I've been working on for the past 2 years
HLSL User Defined Language for Notepad++
Experimenting with Reconstruction Filters for MSAA Resolve
A Quick Overview of MSAA
Applying Sampling Theory To Real-Time Graphics
Signal Processing Primer
Upcoming Series on Signal Processing and MSAA
OpenGL Insights
Looking for a job?
A quick note on shader compilers
Light Indexed Deferred Rendering
10 Things That Need To Die For Next-Gen
GPU Profiling in DX11 with Queries
Average luminance calculation using a compute shader
I am officially a published author
Anamorphic lens flares: the lens flare of the 2010's?
Bokeh II: The Sequel
Crashes on Nvidia hardware
How To Fake Bokeh (And Make It Look Pretty Good)
Radiosity, DX11 Style
Position From Depth in GLSL
Conservative Depth Output (and Other Lesser-Known D3D11 Features)
Position From Depth 3: Back In The Habit
Deferred MSAA
MSAA Sample Pattern Detector
A Closer Look At Tone Mapping
Attack of the depth buffer
D3D Performance and Debugging Tools Round-Up: PerfHUD
D3D Performance and Debugging Tools Round-Up: PIX
New Series: D3D Performance and Debugging Tools Round-Up
Name Change
Inferred Rendering
Correcting XNA's Gamma Correction
More Post-Processing Tricks: Lens Flare
Two Samples For The Price Of One
New Tutorial: Using PIX With XNA
Scintillating Snippets: Storing Normals Using Spherical Coordinates
What's good on the menu, waiter?
Reconstructing Position From Depth, Continued
Undo and Redo: Take 2
There's More Than One Way To Defer A Renderer
Scintillating Snippets: Reconstructing Position From Depth
Scintillating Snippets: Programatically Adding Content To A Content Project
Deferred Cascaded Shadow Maps
Profiling Events vs. Virtual Functions On The 360
Deferred Shadow Maps Sample
Teach Your Effects A New Trick
Fun With Compiled Content
Book Recommendation: Real-Time Collision Detection
Undo and Redo: Yes you have to implement it
LogLuv Encoding for HDR
Jamming to the oldies
Cleared for takeoff