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Ignacio Castaño
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Articles

  • 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

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Recent Comments

  • Runtime Mipmap Generation – Ignacio Castaño on Normal Map Compression Revisited
  • An Updated Sponza glTF – Ignacio Castaño on Normal Map Compression Revisited
  • Ignacio Castaño on GPU Texture Compression Everywhere
  • Ian on GPU Texture Compression Everywhere
  • Spark 1.3 and spark.js – Ignacio Castaño on Spark 1.2

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