- describes an alternative bounding structure that is based around axis aligned triangles
- starts with 2D example and extends the concepts to 3D
- comparison against other bound object representations
![horse_dual_triangle.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-84/horse_dual_triangle.png&key=4d04dca11c009487262e7d394dc396e466041409781bfff1512b23cbebb97f1b)
- overview video of papers that will be presented at SIGGRAPH 2019
![technical_papers_preview.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-84/technical_papers_preview.png&key=d85ef705c2d5b40e8944a422249462c846f3ecfc9c9f1e66866c28a91081f521)
- describes the cross-platform shader pipeline
- mix of json description files for state / constants / vertex layout / …
- code generator used to generate the final shader for compilation
- cross-compilation pipeline for platforms that don’t support HLSL
![shaderlib.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-84/shaderlib.png&key=b7e645f2b33ba84648295193a86b633a215a03e3ff33e39a7413fdb5e7463516)
- Vulkan 1.1 will be a requirement on 64-bit devices starting with Android Q
- Thermal API will be added to allow games to react to thermal status changes
![android_q.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-84/android_q.png&key=42c5d650fc268c563b49a006746a0f841ccd3904682c6498734cfe54bd052dde)
- tour of TensorFlow Graphics
- allows to define 3D scenes and run training on them
- system to allow bi-directional machine learning techniques
![tensor_flow_graphics.jpeg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-84/tensor_flow_graphics.jpeg&key=a3d5ce5d9fc5d6a0219596ced78ce0fd4f7cdac2a2b0dcb22149148881f38cf9)
- presents the history of 2D printing and font formats
- shows problems with implicit curve evaluations
- discussion of implicit surfaces in regards to 2D rendering
![intro-ras1.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-84/intro-ras1.png&key=f1d8ce722bac6a6331090c4d29aef56d5fec1ee755a6d1d9f06bd54f52cb6de5)
- interview describing the reflections that have been implemented in the Neon Noir Demo
- merging voxel and ray tracing data
- only tracing rays for mirror-like surfaces and the beginning of rays, otherwise tracing voxels instead
![RayTracing_Making_of_blog.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-84/RayTracing_Making_of_blog.png&key=c45aca19e234a512a5a4e8069e27a5935c78e033541404368a1796ed62d3b955)
- a method based on stochastic light culling
- hierarchical Russian Roulette using an approximate scattering lobe
- does not support perfectly specular surfaces
![HierarchicalRussianRouletteForVertexConnections.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-84/HierarchicalRussianRouletteForVertexConnections.png&key=0305d2ececdcd2f7fc9cd5ac58192e4e1d6d503c5ed31a2dd7e850cb24e2f512)
- brief Unity example that shows how to render a basic fur look
- combination of vertex offsets and alpha blending
![fur.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-84/fur.png&key=ca2bb085ca061e45a6617d7c8346b9db9129bf53ec6bd287d66a90be7d0ce151)
- overview about how to design a game to run all logic in Vulkan shaders
- compute shaders to run the game logic and updating the game state
- draw management is done using a compute shader and draw indirect is used for the final draw submission
![asteroid_vulkan.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-84/asteroid_vulkan.png&key=80382e1a192616e39b199ee5abe8aa89a1dfa95190fac5067db4e16c93753e50)
- Dynamic Diffuse Global Illumination
- overview of the evolution of several indirect illumination techniques
- how the method tries to solve the problem of Irradiance Probes
- summary of the implementation and evaluation in different scene contexts
![x3-large-scenes.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-84/x3-large-scenes.jpg&key=46f95cde2dc7c5afce0f6701ea4d731bf4cbb3a175161171b9f4b23077e4a1fa)
- reverse-engineering the cloud rendering of The Witcher
- uses a texture based approach, including normal mapping the clouds
- uses a sky gradient to lighten the clouds close to the sun
![04_after02.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-84/04_after02.png&key=9d8a1e1dbd6be6ad6275b24dd5ce01650953ef6a3735a4da8419aaab6d70074b)
Thanks to Aras Pranckevicius for support of this series.
Would you like to see your name here too? Become a Patreon of this series.