Turing Variable Rate Shading in VRWorks
- explains what variable rate shading is and what use cases it enables
- a control texture allows varying of the shading rate on a 16x16 pixel grid
Turing Mult…
Introduction to Turing Mesh Shaders
- new shader stages on Turing that allows the generation of primitives for direct consumption by the rasterizer
- task shader: emits mesh shader workgroups
- allows work on larger clusters, the selection of mesh resolution, …
- mesh shader…
I am going to be on vacation for the next two weeks so this series will take a small break and will return on September 24th.
Pseudo-bandlimited pixel art filtering in 3D – a mathematical derivation- presents a filtering approach for a pixel art style in a 3D environ…
DD2018: Paul Malin - HDR display in Call of Duty
- video for the talk that was discussed in issue 42
- an in-depth overview of color, color spaces, and color transformations
- discussion of HDR standards
- ACES pipeline overview
- implementation of HDR pipeline covering:
- tone …
Efficient rendering of layered materials
- slides for the layered real-time shading model discussed in issue 38
- using a statistical analysis of light transport in layered structures
- a visual explanation of the statistical analysis framework
- presentation of results, comp…
Imperfect Environment Maps
- using ideas from imperfect shadow map point-cloud rendering to implement reflections
- generates a point cloud around the track
- screen space pixels that are close to points of the point cloud tr…
Filament - Physically-based rendering engine
- great in-depth discussion of the full PBR rendering pipeline, documentation for the Filament engine
- base BRDF model, extended with support for clear coat layer, anisotropic surfaces, and cloth
- explanation of lighting units …
The Elusive Frame Timing
- explanation of frame stuttering
- provides videos and frame by frame comparisons of what is causing the stutter
- explains how the discrepancy between measured time and actual present time causes the studdering issue
- current state of graphics API e…
Disney Animation Data Sets
- the history behind the release of the Disney datasets of large-scale scenes
- comparison of the scene rendered using Disney’s renderer and PBRT 3
A High-Performance Softw…
An introduction to shader derivative functions
- explanation of partial derivates in pixels shader, (ddx, ddy in HLSL or dFdx, dFdy in OpenGL)
- the rate of change for variables in a 2x2 pixel grid
- how they are calculated, how they can be used to calculate face normals fro…
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