Mikkelsen and 3D Graphics

Tuesday, May 17, 2016

Fine Pruned Tiled Lighting

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Tiled lighting techniques have gained significant interest in recent years. However, a problem with tiled lighting techniques vs. traditiona...
2 comments:
Sunday, October 6, 2013

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Volume Height Maps and Triplanar Bump Mapping Since I wrote this post I've written a new technical paper called "Surface Gradien...
2 comments:
Sunday, March 10, 2013

Links to my papers and some Summaries

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My homepage with links to my papers 
12 comments:
Friday, February 24, 2012

Parallax/POM mapping and no tangent space.

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Since I wrote this post I've written a new technical paper called "Surface Gradient Based Bump Mapping Framework" which does ...
1 comment:
Tuesday, January 3, 2012

How to do more generic mixing of derivative maps?

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Since I wrote this post I've written a new technical paper called "Surface Gradient Based Bump Mapping Framework" which does a...
Friday, December 16, 2011

So finally a no tangents bump demo is up!

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Since I wrote this post I've written a new technical paper called "Surface Gradient Based Bump Mapping Framework" which does a...
16 comments:
Tuesday, December 13, 2011

Oh no! Quads only!

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I have found in general it can be difficult to get hold of a control mesh that is quads only, well proportioned, and represents something ...
2 comments:
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About Me

Morten S. Mikkelsen
I am a director of graphics at Unity Lab SF. I have a masters in computer science and a bachelors with a double major in math and computer science. For a list of all my 3D graphics papers go to https://mmikkelsen3d.blogspot.com/p/3d-graphics-papers.html
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