Missed the content for Feburary? Don’t worry. The summary is now availbale on my patreon: https://www.patreon.com/jendrikillner
- the chapter describes the hybrid rendering pipeline used in the PICA PICA demo
- uses a mix of rasterization and raytracing techniques to generate the final image
- talks about opaque and transparent shadows, reflections, ambient occlusion, transparency, translucency, and GI techniques
![hybrid-pipeline.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-75/hybrid-pipeline.png&key=3cdee20856a54fc07900408acfbc6244646bb0a333a40c536a95a331aeaedd94)
- Ray Tracing Gems is now available as open access book
- the whole book is available as single pdf, but individual chapters can be downloaded too
![ray_tracing_gems.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-75/ray_tracing_gems.jpg&key=cce91f4b0da5e6596993e0196cc98707780b10bd7bc3fdf74965bf94d15f6fed)
- presents a method to distribute sampling points within a triangle taking advantage of sub-triangles to guide the distribution
- able to reduce variance in the test scene by 2.17x
![owen-tri-rendered.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-75/owen-tri-rendered.png&key=f18aea41b77ba1db751318f864efa89f12577c29b2bd6417f719264ceb772359)
- collection of different sampling patterns
- explains the patterns and the characteristic of each
- provides C++ implementations
![Doc_CalculateDiscrepancy.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-75/Doc_CalculateDiscrepancy.png&key=6f0ea84fe6112067d8f43d8aa29602feaf69e65ebf1fc0ee4890265ae2ab4db3)
- presents a new algorithm that allows to efficiently and incrementally generate stratified sample points
![point_sampling.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-75/point_sampling.png&key=54b749020956d451a3d9ac89e6ca6e4bca8da55a5e6dc7b12ae67bc8c97d1d75)
- shows how to implement a fluid like movement inside an object, tri-planar mapping and a animated waterfall shader using the Unity Shader Graph
![shader_graph.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-75/shader_graph.png&key=b2054e908a5ddf7cfdb2aa42b1790b7227436b001c4971944ad542e30f42f8dc)
- shows how to implement halftone toon shading with Unity
- a technique that uses a binary lighting style that is modified by sampling screenspace signed distance fields to customize the edge between lit and unlit area
![halftone_shading.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-75/halftone_shading.png&key=1443e079a1e41d703ac3fa450bc1f0d03760707dc50f716606695cc79b854246)
- documents the experiments with HDR support using all 3 different hardware vendors
- shows what HDR information is reported from DXGI and compares against manufacture APIs
- all vendors seem to indicate very different information about the same monitor connected
![hdr_color_spaces.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-75/hdr_color_spaces.png&key=33d58748026c4a29b5eeaa3e63df4ad3ba9c00f2230e607d9c0e5dbfde23af59)
- presents how FreeSync2 supports HDR and variable refresh rate
- explains what variable refresh is and what is required to use it
- FreeSync HDR allows the game to collect capabilities from the monitor to adjust the tone mapping accordingly
- shows how to use the AMD library to create and request the device
![freesync2.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-75/freesync2.jpg&key=ea69428e044ae6b755e5b61123b0b6ff714204deeac4313525b9ed576c0baac5)
- shows the method used to abstract pixel formats between OpenGL and Vulkan using an external enum format
- using C++ preprocessor to provide abstraction and testing support
![enum_mapping.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-75/enum_mapping.png&key=0139fd67f502a63c3f10ac8a2183f331f385f95967fb2058086e9c1823cc8bda)
- explains the design of the new Unity batching system
- designed to enable better matching in situations where many materials are used, but they are using a small number of shader variations
![batcher.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-75/batcher.jpg&key=1d26ae90cd4074774026c049ebb909750dc048389730087ed8b3811607cd7355)
Thanks to Steven Cannavan @PedanticCoder for support of this series.
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