Working at Igalia since June 2017.
I like computer graphics and computer vision programming, traveling and swimming.
Depth-aware upsampling experiments (Part 4: Improving the nearest depth where we detect discontinuities)
This is another post of the series where I talk about different ideas I tried in order to improve the upscaling of the half-resolution SSAO render tarContinue reading >
Depth-aware upsampling experiments (Part 3.2: Improving the upsampling using normals to classify the samples)
This post is again about improving the upsampling of the half-resolution SSAO render target used in the VKDF sponza demo that was written by Iago ToraContinue reading >
Depth-aware upsampling experiments (Part 3.1: Improving the upsampling using depths to classify the samples)
In my previous posts of these series I analyzed the basic idea behind the depth-aware upsampling techniques. In the first post , I implemented theContinue reading >
In the previous post of these series, I tried to explain the nearest depth algorithm  that I used to improve Iago Toral‘s SSAO upscaling in the spoContinue reading >
A new option has been added to Vkrunner (the Vulkan shader testing tool written by Neil Roberts) to allow selecting the Vulkan device for each shaderContinue reading >
This post is about different depth aware techniques I tried in order to optimise the upsampling of the low resolution Screen Space Ambient Occlusion (Continue reading >
In a previous post, I wrote about Vkrunner, and how I used it to play with fragment shaders. While I was writing the shaders for it, I had to save...Continue reading >
The required Vulkan implementation version for a Vkrunner shader test can now be specified in its [require] section. Tests that are targeting Vulkan vContinue reading >