On Histogram-Preserving Blending for Randomized Texture Tiling
- the paper presents a modification of histogram-preserving tiling algorithm discussed in issue 45
- it removes the lengthy 3D optimal transport preprocessing step and replaces it with per-channel lookup table…
Dev Preview of New DirectX 12 Features
- the post introduces new D3D12 features available with latest win10 preview version
- DirectX Raytracing Tier 1.1 introduces ExecuteIndirect, dynamic raytracing PSO additions and Inline Raytracing
- Inline Raytracing allows RayQuery to…
srgb eotf: pure gamma 2.2 function or piece-wise function?
- the article presents the different meaning of the term gamma in different color contexts
- suggest to always use a piece-wise sRGB function
Vulkan Mobile Best Practice: Picking the Most Efficient Load/Store Operations
- the article describes how the architecture of mobile GPUs is different from PC
- shows why load/store operations have a significant impact on mobile
- present a demo application to profile the va…
Surface Gradient Based Bump Mapping Framework
- a mathematical framework for more consistent layering of bump/normal maps using linear surface gradients
- shows the problems with reliance on vertex level tangent space in existing techniques
- how to express existing methods …
An Introduction To Real-Time Subsurface Scattering
- in-depth article that provides an overview of subsurface scattering techniques used for games
- presents the most common techniques found in games, Texture-Space Diffusion, Screen-Space Subsurface Scattering, and Pre-int…
Strand-based Hair Rendering in Frostbite
- the presentation shows the new WIP hair rendering system
- a realtime system that is based on hair stands instead of cards
- strands are rasterized into shadow and deep opacity maps
- for performance reasons, a visibility buffer is wr…
Improved normal reconstruction from depth
- the article presents what kind of artifacts happen when reconstructing normals from world space positions
- suggests how to reduce the artifacts by selecting triangles that are most likely to have originated from the same object …
The making of Gears 5: how the Coalition hit 60fps - and improved visual quality
- interview discussing the details of the Gear 5 implementation
- all post-processing and UI rendering is done post-upscaling in the output resolution
- using Relaxed Cone Stepping for extra det…
Engineering Career Guide [LEAKED]
- guide by Roblox for the career development of rendering engineers
- what jobs are required, how to learn and personally take control of directed development
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