- 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 optimizations and performance results
![unity_raytracing.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-87/unity_raytracing.png&key=3b59974b510e5682a74faca471380c148a4bc1f74405d9a7904e1df6d139a3fc)
- shows how to use HLSL to write a raytracing implementation using the Nvidia Vulkan extension
- uses recently added DXC support to compile the shaders
- updated docker image to provide the shader compiler support
![hlsl_raytracing.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-87/hlsl_raytracing.png&key=5c113a9703e70934ad4ef82a4b1ea2b5861768408d060dc159dd232d1716d645)
- presents how the Unity demo was made
- overview of skin/hair/eye/teeth shading
- facial animations used scanned information, at runtime need to resolve positions for hair
- details about how the tentacles were created for the different use cases
- based on Hermite splines, signed distance fields and divergence-free noise and skinning
![heretic.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-87/heretic.jpg&key=7747bf953ed75757abb5804fa49ff48086eaf3548cebc614c25cc6e298089097)
- overview of the deferred decal solution
- uses bindless resource binding model
- decals are part of lighting shader and don’t modify the Gbuffer
- presents use-cases, common problems, and optimizations for deferred decals
- includes a lot of code samples to explain the concepts
![the_surge_decals.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-87/the_surge_decals.png&key=fd9328ed7d3fdf4c44596cbe26f90859ee884dac77df6fb9cce69f9ac1dff322)
- a new release, range profiler provides detailed metric graph about the performance of the application
- rules can be written to trigger custom performance warnings
- ray tracing acceleration structures can be exported and inspected independently
![GPUTraceThroughputs.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-87/GPUTraceThroughputs.png&key=f15d5f4a87a517836c8239b2e7c631a12021ed44126376fc820e96ce96a1f355)
- summary of the Quake II path tracing implementation
- presented in 3 video parts with notes
- covering Path Tracing theory, denoising and the path tracer implementation
![denoised-result.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-87/denoised-result.png&key=b345ff46b559ef22fae786eeb6b747070c619472e9d4f61c24cd6f45a801d969)
- Nvidia helper library to simplify the integration of Variable Rate Shading
- the user only needs to provide eye positions and select performance presets
- the library creates/updates/manages the required API resources
![vrs_nvidia.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-87/vrs_nvidia.png&key=def1656ffb4016925f6c87fa5d3e0b70cea9aad56e2eb6292d967ab8490a63d2)
- the author presents what makes a graphics system paper
- papers that introduce new systems and are not necessarily introducing new discoveries
- provides what paper authors and reviewers should focus on
![cggoals.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-87/cggoals.png&key=05fab058deb28edf6833d0042d9f5fe349fe2f05453d0eda79df2fdafe00cfdf)
- new point based shadowing algorithm for local area lights
- better quality than single view and less performance required than multi-view solutions
- generate a multi-viewpoint pointset for the area light
- projecting points into many depth buffers at once
![point_cloud.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-87/point_cloud.png&key=21e2fddf461c34bdb67a98368e1df93200dd52e609ec9f25f0df27e701a6d75a)
- tutorial series covering Unity’s scriptable render pipeline
- explains how to combine real-time lighting with baked shadows
![tutorial-image.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-87/tutorial-image.jpg&key=1a26aaca569652c3f4d3f98b05b4e489f769e116cc43301329983198768cddd9)
- presentations that talks about the state of rendering
- how did we get to today’s state and what might be the next steps
- ideas about challenges, workflow, and research
- meant to challenge ideas and start a discussion
![state_of_graphics.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-87/state_of_graphics.png&key=e94b18e281b00da792a221a4cd38d3d1539d5dc8b7aa20db38a5622b7a28078f)
- new representation approach for spectra
- shows use in offline raytracing and real-time D3D12 application
- a variable number of momements can be used to match quality and performance constraints
- the source provided in C++, HLSL, and Python
![RepresentativeImage.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-87/RepresentativeImage.jpg&key=4a44bc32c758233ad16dcc1dfc513bfb9f3ccb79f1b4a20cea7d5fc0064224c6)
Thanks to Matt Pharr for support of this series.
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