georginikolov

Joined 2 years ago

Karma
110
Submissions
18
Member since
Jan 14
Programmer with interests in computer graphics based in Berlin.

reach out at https://georgi-nikolov.com

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Recent submissions

Comment · 10 months ago
WebGL 2.0 physically-based renderer featuring IBL with environment map convolution, HDR tone mapping, analytical lights, and the metallic-roughness PBR workflow. Implementation based on LearnOpenGL's PBR theory.
Comment · 1 year ago
I always enjoyed reading video game frame graphics analysis articles and thought it would be cool to write one myself in the hopes that others find it informative and hopefully entertaining.

It covers all the steps needed to produce a single frame in my WebGPU deferred renderer demo. Additionally, it talks about the WebGPU API itself and how it differs in some ways from Metal.

Comment · 1 year ago
you really think that? I typed it manually myself :D
Comment · 1 year ago
hey, I turn things off dynamically if the framerate dips below 60fps for longer than 2 seconds. Some people will have them unchecked automatically (and of course have the ability to turn them back on if they really want to)
Comment · 2 years ago
Comment · 2 years ago
I've put everything I've learned while developing graphics for Apple Vision with the Metal API and Compositor Services in writing. It covers foveation, vertex amplification, stereoscopic rendering, and more techniques that extend beyond this particular device.
Comment · 2 years ago

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A modern reader for Hacker News · SvelteKit + Skeleton