jendrikillner

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Montreal, Canada
1 comments
31 followers
166 entries
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jendrikillner
August 04, 2019
Graphics Programming weekly - Issue 96 — August 04, 2019
Advances in Real-Time Rendering in Games - Siggraph 2019
  • slides for the Advances in Real-Time Rendering in Games are starting to be released
Mesh Shading: Towards Greater Efficiency Of Geometry Processing (pptx)
  • a brief historical look at the rendering pipeline
  • what aspects mesh shaders ca…
2,737 views
jendrikillner
July 28, 2019
Graphics Programming weekly - Issue 95 — July 28, 2019
Are we done with Ray Tracing?
  • slides for Siggraph 2019 course
  • talking about the state of ray-tracing
  • state-of-the-art in hardware and software developments
  • provides a history and vision of where ray-tracing in games is going to develop
wayback-archive

Chasing Triangles in a Tile-based Rast…
2,525 views
jendrikillner
July 21, 2019
Graphics Programming weekly - Issue 94 — July 21, 2019
Axis-Aligned Bounding Tetrahedra and Octahedra for Ray Tracing Bounding Volume Hierarchies
  • presents Axis-Aligned-Bounding-Tetrahedron (AABT) and Axis-Aligned-Bounding-Octahedron (AABO) as alternative approaches to axis-aligned Bounding Boxes (AABB) to build acceleration structures
  • displays the d…
1,287 views
jendrikillner
July 14, 2019
Graphics Programming weekly - Issue 93 — July 14, 2019
Command buffers for multi-threaded rendering
  • explains a renderer architecture that separates command generation from execution
  • commands have an associated sort key that is used to determine the execution order
  • shows how to handle materials, resource updates and some advice for debugging such a sy…
2,223 views
jendrikillner
July 07, 2019
Graphics Programming weekly - Issue 92 — July 7, 2019
Spectral Primary Decomposition for Rendering with sRGB Reflectance
  • the paper presents a new technique that allows the generation of spectral data from sRGB source data
paper archive supplemental archive wayback-archive

A Simple Spectral Renderer
  • open source and well-commented implementa…
2,032 views
jendrikillner
June 30, 2019
Graphics Programming weekly - Issue 91 — June 30, 2019
Nested Dielectrics
  • presents a technique that improves the handling of nested dielectrics in ray-tracing
  • example for nested dielectrics is “ice cubes in a drink in a glass”
  • tracking entering / existing geometry + priority system to handle overlap cases
wayback-archive

ShaderGraph Conversio…
1,610 views
jendrikillner
June 23, 2019
Graphics Programming weekly - Issue 90 — June 23, 2019
Using AMD FreeSync 2 HDR: Gamut Mapping
  • explains gamut mapping techniques
  • difference perceptual and clipping techniques
  • shows how gamut mappings are derived
wayback-archive Reverse engineering the rendering of The Witcher 3, part 15 - fog
  • shows how the fog in The Witcher 3 has been implem…
1,996 views
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jendrikillner
June 16, 2019
Graphics Programming weekly - Issue 89 — June 16, 2019
Sampling projected spherical caps with multiple importance sampling
  • explains how to combine sampling of projected spherical caps and multiple importance sampling
  • source code provided
wayback-archive

Technically Art: Issue 22 (14.06.2019)
  • collection of VFX tweets of the week
  • tutorials, dem…
1,792 views
jendrikillner
June 09, 2019
Graphics Programming weekly - Issue 88 — June 9, 2019
Triangles Are Precious - Let's Treat Them With Care
  • the presentation explains the stages a triangle is passing through while being processed for rendering
  • starts with a brief look at the software layers
  • provides more details on lower-level hardware layers
wayback-archive

OS Variable Refre…
10,650 views
jendrikillner
June 02, 2019
Graphics Programming weekly - Issue 87 — June 2, 2019
Leveraging Ray Tracing Hardware Acceleration In Unity
  • presents how ray tracing is integrated into the High Definition Render Pipeline (HDRP)
  • a brief overview of the Unity raytracing API integration
  • shows how different effects have been implemented
  • including optimizations and performance results
1,549 views
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