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.
To Early-Z, or Not To Early-Z
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