I updated the "State of the Art in Rendering" post, a collection of conference proceedings, courses and other resources on rendering techniques, to include the new Rendering Engine Architecture Siggraph course. Suggestions for more references are welcome.
https://t.co/7NFfUNbSQk
Slides for Advances in Real-Time Rendering Part I are posted: https://t.co/xBJKtAQkCw @siggraph#rtradvances for the talks on FidelityFX, CBT Tessellation, Nanite pipeline and @CallofDuty Large-Scale Global Illumination
New Post: Visibility TAA and Upsampling with Subsample History. Basic idea is to think of 8xMSAA as a 2x2 group of pixels with 2xMSAA each. https://t.co/zwGaHttYkR
RenderDoc v1.15 is here! It includes a revamped event browser that allows customisable filtering and display of events, as well as bindless feedback for DXBC (SM5.1) shaders.
Full release notes are available: https://t.co/OdhbFqAtLs and binary downloads: https://t.co/aK8hVBqaxb
Shading with polyhedral lights is expensive if you use one polygonal light per face. Integrating over their silhouette instead is significantly faster. Check out my bachelor thesis, blog post and @Unity3D implementation:
https://t.co/8yR51BAgUN
Part 4/4 of the blog post series about my @VulkanAPI toy renderer explains my new methods for ray traced soft shadows to those who don't know everything about physically-based ray tracing yet.
https://t.co/ODOZYhCBsJ
This post describes and compares immediate mode vs tiled based GPU architectures and the impact of each on popular techniques including hidden surface removal, deferred rendering, MSAA and shadow map rendering https://t.co/FUSJvcDYm8 #graphicslinkoftheday
This year we're cooking up something new for @siggraph with @stevemcauley@kenpex and Michael Vance from Activision - organizing a brand new (hopefully) series of courses on Rendering Engine Architecture in Games - https://t.co/jlUGOvgJRA
It's mid-July, so as promised, we're delivering the source code for @AMD#FidelityFX Super Resolution to #GPUOpen 🍾
But that's not all... come over and take a look!
https://t.co/uVo7jm5U4N
@spdoido soltou o primeiro post de três da série de programação de personagem 3D! Neste aqui, o Alessandro foca na teoria e código de Mesh skinning.
https://t.co/61gUiQc4Wk
the [line] x [rectangle] intersection test can be reduced to a [line] x [line segment] test, by placing a line segment in the rectangle's diagonal based on the line direction
which is pretty neat if you ask me~
I wrote an article about natively building SDF fractal noise (say for procedural terrains) by iteratively blending spheres as opposed to traditional noise displacement; because we need more "SDF-Native" techniques.
Article https://t.co/6s3aQRgT8I
Shader https://t.co/PzTFImGMeU
Flipping/negating a vector into the correct hemisphere can create temporal discontinuities that will ruin your sequence/animation. Instead, reflect or clip the vector to the hemisphere!
This has saved my day multiple times over the years. Read more:
https://t.co/deXpgpzyvo