This is an extension of a paper I wrote which shows how to use the linear texture sampling capabilities of the GPU to calculate points on Bezier curves. You store the control points in the texture, then sample along the … Continue reading

# Category Archives: Research

While it’s true that the GPU texture sampler can evaluate digital logic circuits, it turns out there’s a much better and simpler way to evaluate logic with textures. That better and simpler way isn’t even that useful unfortunately! This post … Continue reading

This is an extension of a paper I wrote which shows how to use the linear texture sampling capabilities of the GPU to calculate points on Bezier curves. You store the control points in the texture, then sample along the … Continue reading

Below is a paper I submitted to jcgt.org that unfortunately did not get accepted. Maybe next time! The main idea of this paper is that bilinear interpolation can be equivalent to the De Casteljau algorithm, which means that if you … Continue reading

The other day I had a thought: Rendering smaller than full screen images is super helpful for performance, but upsizing an image results in pretty bad quality vs a full resolution render. What if instead of upsizing the final rendered … Continue reading

Lookup tables are a tool found in every programmer’s tool belt. Lookup tables let you pre-calculate a complex calculation in advance, store the results in a table (an array), and then during performance critical parts of your program, you access … Continue reading

So I’m in the process of trying to get a research paper published and wanted to share what I’ve learned so far. I’ll continue to write more beyond this post as I continue the process. Yes, I know my writing … Continue reading

Here’s a preview of something I’m working on. Details aren’t ready yet, but I’m going to try and write up a little research paper about it and try to get it published if I can. I’m going to try Journal … Continue reading

About half a year ago, some really intriguing ideas came to me out of the blue dealing with ways to speed up raytracing. My plan was to create a couple games, showing off these techniques, and after some curiosity was piqued, write … Continue reading