Graphics Programming weekly - Issue 59 — October 21, 2018

posted in jendrikillner
Published October 21, 2018 Imported
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  • the complete 3rd edition of Physically Based Rendering is now online for free
  • the post explains the history of the book and decisions that led to making the book available for free
  • authors can be supported on https://www.patreon.com/pbrbook
pbr_landing.jpg

  • summarizes voxel ray tracing implementation, memory and performance optimizations
  • show the different artifacts that can be encountered and their solutions
screen_space_to_voxel.png

  • next part in the Metal ray tracer series that adds support for multiple bounces to simulate global illumination
  • implements importance sampling for diffuse BSDF
multiple_bounces.png

  • extending the material system of the Metal raytracer so that multiple materials can be expressed and importance sampled correctly
  • changes sampling heuristic to support multiple importance sampling. This enables both rough and mirror-like surfaces
improving_material_system.png
  • 2-minute video summary of the “Position-Free Monte Carlo Simulation for Arbitrary Layered BSDFs” paper
layered.jpg
  • overview of the strengths and weaknesses of different sampling techniques in ray tracing
  • presents links to papers that present methods that are aimed at creating better-stratified sampling results
flavors_ray_tracing.png

  • stream that adds support for rendering meshes using Nvidia mesh shader extensions
meshshader_unoptimization.png
  • during the stream, the mesh shader pipeline is optimized
  • performance parity with the classical rasterization pipeline is achieved without GPU culling
meshshader_optimization.png
  • shows how to implement interior mapping using the Unity reflection probe system
  • explains how to set up the model and environment to generate the required probes and how to apply the reflections to the windows
interior_mapping_probes.png

  • rust version of the meshoptimizer library is now available
  • the post explains how to setup Rust code to be able to compile, link and use existing C code from Rust
meshoptimizer_rust.png

  • the presentation explains how Global illumination has been implemented in the Godot engine
  • talking about GI probe generation, deterministic light baking and the interacting with the shading pipeline
gi_godot.png

  • walkthrough of a Godot shader that uses particles to spawn vegetation meshes based on height map and feature (biomes) map data
grass_shader.png

  • a brief summary of the usage of premultiplied alpha using Vulkan
  • pre-multiplication is done in the pixel shader, no texture pre-processing is used
BlendModesSample.png

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