The results of the survey have been published here
- discusses screen space reflection and planar reflections techniques
- presented technique for reflections uses ray-marching against the terrain height map to calculate the reflections
- show that the technique could be extended to trace against signed distances fields to add reflection for other objects too
![terraincolor.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-71/terraincolor.jpg&key=d0a57a045407ba71e57c0dc8500a196c163d6b566656ebbbd4ff94dd43d76a55)
- show how a projection matrix is formed
- explains GPU clipping and how it relates to the projection matrix
- many videos explain the significance of each component visually
- provides a calculator to help gain a more intuitive understanding
![renderdoc-clipping-example.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-71/renderdoc-clipping-example.png&key=cfc5a2b746be8faf01fb468ada25bd2595c7f62c7d81bf6b75c76bde3105c133)
- twitter thread discussing mip-map selection algorithms
- comparison between the custom shader implementation and hardware solution
![minification.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-71/minification.png&key=61808c1c8ee641ab0548f08cf9b84b2b84524712c84456d09cd09fe710301bc3)
- introduction into physically based shading
- presents how light is reflected and refracted when it comes into contact with surfaces
- shows how metal and dielectrics (non-metals, insulators) interact with light differently and how this forms the visual perception of different materials
![diffspec.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-71/diffspec.png&key=89a0db08e22ea0b5708428c5e8e21ffbfabf9f7969f1c268908678c7c694c335)
- presents a technique to distribute an infinite sequence of points on the surface of an arbitrary triangle evenly
![triangle_points.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-71/triangle_points.png&key=5966d569d07d3662de4b9ede11a036100dabc362a67691fafe81013f9314c864)
- the article points out that albedo textures are commonly stored in sRGB color space and need to be converted into linear color space before using in shading
- achieved using the correct SRGB texture format
- comparison images present the differences between sRGB and non-sRGB color formats
![gamma_correct.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-71/gamma_correct.png&key=62c8ebd93eaac7a4b2567328e23d1a8c32612aea00effd5ea5a18e9911ac9dd7)
- thesis presentation covering snow rendering
- presents the visual features of snow with real-world reference pictures
- an overview of existing techniques
- defines 4 defining characteristics for snow shading and develops a BRDF from them
![snow_brdf.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-71/snow_brdf.png&key=abfd1342ab5afe7cd26f06317be9a46dc4ccabd632bd6aae04099a20a44e0b31)
- a short post that shows how to make an object appear infinitely large without clipping artifacts
- adjusts the vertex position in the vertex shader so that they are mapped onto the far plane
![infinite-sky.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-71/infinite-sky.png&key=252d36dcbe1b2a162b7bc56402e931faeca24abe8509025071a9d90fd4805d5e)
- extends the custom scriptable rendering pipeline, the previous part was covered in issue 66
- now adds support for directional shadows, such as sun shadows
- shows how to deal with common shadow artifacts
- implements cascaded shadow mapping for the main directional light
![tutorial-image.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-71/tutorial-image.jpg&key=1a8203b350e0ed87c3d492110c404b21a7ef2bbc61eeb39e8308f970f760179a)
- weekly series with twitter posts about tech art techniques and ideas
![tech_art_issue_3.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-71/tech_art_issue_3.png&key=ee86ca2fd1b1e137bb5af79d4c1e1e9a905bc3725f7437a23929a5a60ce9cb71)
- summary of resource about getting started with tech art
- mainly unity shader focused
- new PIX for windows version
- performance counters are now supported on AMD Radeon 7 GPUs and NVIDIA Turing GPUs
- more consistent and reliable timing data on all GPUs
![nvidia_turing_event_list_counters.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-71/nvidia_turing_event_list_counters.png&key=eb016f9595c6718abc183f6089b4ad0c306ce7f9798fb6022c2b8f9fc584cf4a)