A review of color banding in computer graphics. What it is, why it exists, and how to handle it in the rendering process. Source code and a working sample included. Also, a few Bob Ross references.
Adam Marrs is a Computer Scientist at NVIDIA specializing in the areas of computer graphics, real-time rendering, and digital art. His experience includes work on commercial game engines, shipped game titles, and published graphics research and texts. Adam holds a Ph.D. in Computer Science from North Carolina State University where his research focused on real-time soft shadowing, reflections, multi-view rendering, and global illumination.
PhD in Computer Science, 2017
North Carolina State University
MS in Computer Science, 2014
North Carolina State University
BS in Computer Science, 2007
Virginia Tech
A review of color banding in computer graphics. What it is, why it exists, and how to handle it in the rendering process. Source code and a working sample included. Also, a few Bob Ross references.
A collection of the freely available resources (course notes, talk pdfs, slides, and videos) from Siggraph 2019 related to production and real-time rendering.
To get jump started with real-time ray tracing, I’ve made a barebones tutorial application and posted the code on GitHub. Unlike other DirectX Raytracing (DXR) tutorials that are available, this sample code does not use any abstractions on top of the DXR host API. By using the API directly, the focus is on highlighting some of the most important new features, functions, and data structures introduced by real-time GPU ray tracing.
Below is an abreviated selection of projects I've worked on recently. I am fortunate to work with incredible technical and creative people, all of whom are critical in collectively achieving the final results shown in the images and videos here. Make no mistake, these projects required a huge team effort and often collaboration between several companies.
Game Developers Conference 2019
Game Developers Conference 2019 / CES 2019 / ACM SIGGRAPH 2018
ACM SIGGRAPH 2018