![Graphics Programming weekly - Issue 171 — February 21, 2021](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-171/bilinear.png)
Bilinear down/upsampling, aligning pixel grids, and that infamous GPU half pixel offset
- the article shows a few ways of doing bilinear upsampling and downsampling
- explains why it’s essential to follow the same convention everywhere and verify that no unintended shifts are introduced
- suggests…
![Graphics Programming weekly - Issue 168 — January 31, 2021](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-168/MipForRaytracing.png)
Improved Shader and Texture Level of Detail Using Ray Cones
- the paper introduces a new method for Mip level selection, including anisotropic filtering in a raytracer
- presented technique is not based on screen space derivatives
- extends the technique to apply to textures with different dimensions
- sho…
![Graphics Programming weekly - Issue 167 — January 24, 2021](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-167/smaa.png)
A Failed Adventure in Avoiding Temporal Anti-Aliasing
- the author provides an overview of anti-aliasing solutions
- what problems temporal techniques have, look at alternative solutions
- and experience trying to avoid using temporal techniques in a game production
![Graphics Programming weekly - Issue 166 — January 17, 2021](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-166/RenderDocTerrainCorruption.jpg)
RenderDoc ‘Ref All Resources’ + Vulkan + Memory Aliasing = Beware
- the post shows how aliased resources can cause problems when doing render doc captures
- aliased textures that are captured might need barrier transitions, which can corrupt other textures in the same memory range
![Graphics Programming weekly - Issue 165 — January 10, 2021](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-165/SphereOnQuad.png)
Rendering a Sphere on a Quad
- the article explains in detail how to render a raytraced sphere that interacts with other parts of the Unity rendering pipeline
- covers how to use a billboard to render there sphere, explaining how to calculate an optimal camera facing quad and texture mapping
- extending…
![Graphics Programming weekly - Issue 164 — January 3, 2021](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-164/TextureAproceduralObject.png)
[video] How to texture a procedural object
- the video tutorial explains the fundamentals of texture mapping in ShaderToy
- describes how to apply a texture map to a 3D cube, sphere using tri-planar mapping
- additionally describes how to animate a second texture set onto a sphere as well as displacemen…
![Graphics Programming weekly - Issue 163 — December 27, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-163/god_of_war.png)
Why are video games graphics (still) a challenge? Productionizing rendering algorithms
- the article provides an overview of considerations when developing a graphics technique for video games
- presents how game design, workflow, performance, artist controllability, … affect the possible solu…
Hallucinations re: the rendering of Cyberpunk 2077
- the article presents a breakdown of a Cyberpunk 2077 frame
- looking at the different passes that create the final image, what techniques are employed
- how the gbuffer is structured, volumetrics, decals, culling ….
![Graphics Programming weekly - Issue 161 — December 13, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-161/CamerasAndLenses.png)
Cameras and Lenses
- the article gives an understanding of how different types of camera and lenses work
- provides many interactive examples that explain the various elements, aspects and how they interact
- the video tutori…
![Graphics Programming weekly - Issue 160 — December 6, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-160/BlackSkin.png)
Black skin in your stylized dimly-lit video game
- The article presents how important reflectivity of Black skin is for believable results
- it shows how to adjust textures and the Unity PBR shaders (specular workflow) to decouple specular color from the glossiness
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