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- The Witness – Lightmap Optimizations for iOS, October 5, 2017
- The Witness – Lightmap Compression, September 30, 2016
- The Witness – Irradiance Caching – Continued, July 10, 2014
- The Witness – Shadow Mapping Summary, September 23, 2013
- The Witness – Seamless Cube Map Filtering, February 27, 2012
- The Witness – Irradiance Caching – Part 1, July 13, 2011
- The Witness – Hemicube Rendering and Integration, September 29, 2010
- Watertight Tessellation: precise and fma, September 16, 2010
- The Witness – Computing Alpha Mipmaps, September 9, 2010
- The Witness – Lightmap Parameterization, March 30, 2010
- GPU DXT Decompression, March 19, 2009
- Optimal Grid Rendering, February 2, 2009
- 10 Fun Things to do with Tessellation, January 10, 2009
- Ownership-based Zippering, January 10, 2009
- Approximate Subdivision Shading, January 7, 2009
- Watertight Texture Sampling, January 1, 2009
- ARB_tessellation_shader, 2009
- Real-Time Normal Map DXT Compression, February 7, 2008
- Real-Time YCoCg-DXT Compression, September 14, 2007