Advances in Real-Time Rendering in Games - Siggraph 2019
- slides for the Advances in Real-Time Rendering in Games are starting to be released
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
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 accelerat…
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 ad…
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
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
Using AMD FreeSync 2 HDR: Gamut Mapping
- explains gamut mapping techniques
- difference perceptual and clipping techniques
- shows how gamut mappings are derived
Sampling projected spherical caps with multiple importance sampling
- explains how to combine sampling of projected spherical caps and multiple importance sampling
- source code provided
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
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 optimizatio…
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