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aboutme.md.html

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**[About Me](index.html)**
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My name is William Gunawan. I am an Indonesian programmer specialized in graphics programming. I use this page to write about my activities in graphics programming and my thoughts regarding certain graphics topics.
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I make small games when I'm not working on graphics programming, which you can play on [my itch page](https://williscool13.itch.io/). Some of them aren't very good.
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I usually leave my projects on [my GitHub page](https://github.com/Williscool13), if you have any interest in seeing my code.
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My big project right now is my game engine, [Will Engine](https://github.com/Williscool13/WillEngineV2).
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I'm always open to meeting new people. If you need help with anything Graphics/Game related or just want to chat, feel free to contact me at twtw40@gmail.com or my discord (williscool).
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I will now leave you with pictures of my dog, Barry.
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![](images/berry4.JPG)
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I make small games when I'm not working on graphics programming, which you can play on [my itch page](https://williscool13.itch.io/). Most of them aren't very good.
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I usually leave my projects on [my GitHub page](https://github.com/Williscool13), if you have any interest in seeing my code.
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My big project right now is my game engine, [Will Engine](https://github.com/Williscool13/WillEngineV2). It is written in c++, uses Vulkan for the rendering backend (no RHI), and Jolt for physics.
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I'm always open to meeting people. If you need help with anything Graphics/Game related or just want to chat, feel free to contact me at twtw40@gmail.com or my discord (williscool).
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I will now leave you with pictures of my dog, Barry.
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![](images/berry4.JPG)
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<!-- Markdeep: --><style class="fallback">body{visibility:hidden;white-space:pre;font-family:monospace}</style><script src="markdeep.min.js" charset="utf-8"></script><script src="https://morgan3d.github.io/markdeep/latest/markdeep.min.js?" charset="utf-8"></script><script>window.alreadyProcessedMarkdeep||(document.body.style.visibility="visible")</script>

index.html

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<meta charset="utf-8" emacsmode="-*- markdown -*-">
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**Will's Website**
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Welcome to my website.
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My journal for my activities in Computer Graphics and Game Development.
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My journal for my activities in Engine Development, Computer Graphics, and Game Development.
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[About Me](aboutme.md.html)
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(#) Will Engine
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- The main focus of my works is on my game engine I've called WillEngine. You can find it on my github, linked below:
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- The main focus of my works is on my game engine, WillEngine. You can find it linked below:
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- https://github.com/Williscool13/WillEngineV2
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(#) Development Journal
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- `[2025/05/08]` [OIT, SSS, and Debug Rendering](journal2.md.html#2025/05/08:oit,sss,anddebugrendering)
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- `[2025/04/04]` [Serialization, Terrain, and GTAO](journal2.md.html#2025/04/04:serialization,terrain,andgtao)
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- `[2025/01/29]` [Physics, Shadows, and Refactor](journal.md.html#2025/01/29:physics,shadows,andrefactor)
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- `[2024/12/17]` [Temporal Antialiasing (Part 1)](journal.md.html#2024/12/17:temporalantialiasing:part1)

journal.md.html

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<meta charset="utf-8" emacsmode="-*- markdown -*-"> <link rel="stylesheet" href="styles/journal.css">
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**[Will's Journal](https://www.williscool.com)**
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**[Will's Journal](index.html)**
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**2025/01/29: Physics, Shadows, and Refactor**
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**[2025/01/29: Physics, Shadows, and Refactor](index.html)**
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(###) **Physics and Shadows**
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P.S. I often put off finishing these journals because I have much more fun tinkering with the engine. So I just finished and uploaded this on 2025/02/16 even though the draft was pretty much finished on the initial date above (mostly the picture were a little annoying to get). This file is getting quite large so I plan for this to be my last journal entry in this document, maybe I'll use a different document every year - I think that makes sense.
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**2024/12/17: Temporal Antialiasing : Part 1**
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**[2024/12/17: Temporal Antialiasing : Part 1](index.html)**
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Temporal Antialiasing, I hate(d) it, I (still) need it, and now it has finally been done*. Temporal antialiasing isn't super complicated, right? Just borrow the concept of Supersampling antialiasing (SSAA) - one of the oldest and most straightforward approaches to anti-aliasing, but instead of extra samples per pixel on the same frame, the samples are done over multiple frames. What could possibly go wrong?
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P.S. I ended up solving this and didn't end up writing a part 2, turns out the issues were primarily caused by me using a nearest sampler instead of linear. How silly.
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**2024/11/04: Deferred Rendering, Image Formats**
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**[2024/11/04: Deferred Rendering, Image Formats](index.html)**
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Over the past 2 months I worked on my game engine a little bit during my free time and have recently finished implementing deferred rendering. Frankly it took far longer than it should have, in implementation and theory, deferred rendering isn't very complicated. Instead of resolving to the draw image in the fragment shaders, you pass all relevant data to a "resolve" shader through multiple render targets. I aptly named my passes: **MRT** and **Resolve**; the MRT uses the full vertex/fragment pipeline and the resolve uses a compute shader. I think these are fairly standard names and approaches to deferred rendering.
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And yes, I've been playing Factorio Space Age.
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**2024/09/16: 3 Months, New Engine, AMD issues**
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**[2024/09/16: 3 Months, New Engine, AMD issues](index.html)**
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It has been a while since my last entry. What happened to me is not unlike what happens to most people who keep up a blog in their spare time. I got a job. It's a job in a local "indie" game development company which I started about 2 and a half months ago. This footprint is fairly clearly visible from my GitHub activity page.
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Email: twtw40@gmail.com
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**2024/06/25: Environment/PBR Mapping Results**
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**[2024/06/25: Environment/PBR Mapping Results](index.html)**
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This journal entry is a continuation of the previous entry, where I have now finally implemented environment mapping which influences PBR shading. An environment map is an approximation of the incoming irradiance of the scene from extreme distances, which
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**2024/06/21: Environment Mapping, PBR, Refactoring**
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**[2024/06/21: Environment Mapping, PBR, Refactoring](index.html)**
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It has been a while since my last journal entry. I'd like to give an update on what I've been doing over the past 2 weeks and where I think I'll be headed in the next few. After implementing GPU-Driven Rendering, I had decided to look further into
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**2024/06/07: GPU-Driven Rendering, Frustum Culling**
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**[2024/06/07: GPU-Driven Rendering, Frustum Culling](index.html)**
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(###) **GPU-Driven Rendering**
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**2024/06/04: MSAA, Transparency/Cutoff, Shader Object**
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**[2024/06/04: MSAA, Transparency/Cutoff, Shader Object](index.html)**
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I've pretty much finished VkGuide (pending optimization techniques) and have gone forth into the engine development world.
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**2024/05/30: Remarks About Vulkan**
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**[2024/05/30: Remarks About Vulkan](index.html)**
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It has been over week since I started VkGuide, and I am wired in on learning Vulkan. It is interesting to see how a modern
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**2024/05/24: Vulkan Engine (VKGuide)**
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**[2024/05/24: Vulkan Engine (VKGuide)](index.html)**
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(##) **Vulkan API**
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![Hello Triangle (Compute Shader)](images/vulkan/computeTriangle.png) ![Random Shader from ShaderToy](images/vulkan/computeStarry.png)
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**2024/04/30: Past activities**
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**[2024/04/30: Past activities](index.html)**
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(##) **Unity Shader Tutorials**

journal2.md.html

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<meta charset="utf-8" emacsmode="-*- markdown -*-"> <link rel="stylesheet" href="styles/journal.css">
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**[Will's Journal](https://www.williscool.com)**
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**[Will's Journal](index.html)**
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**2025/05/08: OIT, SSS, and Debug Rendering**
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**[2025/05/08: OIT, SSS, and Debug Rendering](index.html)**
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I'd like to make a better point of updating my personal blog of my activities. I enjoy looking back on my activities, observing my thoughts and struggles
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[Mannequin Pussy - I Got Heaven](https://open.spotify.com/album/5ROzqM7rbMYoKbQIw4i7fp?si=pvzesegURTmajGKwMnoQIA)
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**2025/04/04: Serialization, Terrain, and GTAO**
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**[2025/04/04: Serialization, Terrain, and GTAO](index.html)**
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In this quarterly update of my activities, I'd like to share the numerous improvements to my game engine. Frankly a lot has changed since the last journal entry, but I don't really want to talk about every little detail that I worked on. So I'll stick with the 3 main topics in the title. But just to give you a picture of what the engine looks like now, here are some images.

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