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Graphics Programming weekly - Issue 91 — June 30, 2019

posted in jendrikillner
Published June 30, 2019 Imported
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  • presents a technique that improves the handling of nested dielectrics in ray-tracing
  • example for nested dielectrics is “ice cubes in a drink in a glass”
  • tracking entering / existing geometry + priority system to handle overlap cases
nested_ice.0.jpg

  • the tutorial shows to create custom nodes in Unity Shader Graph
  • shows to implement Vertex painting using shader graph and use it for a variety of effects
Gsd1LLr.png

  • presents an algorithm for scheduling work in a render graph architecture
render_graph.png

  • extension for WinDbg that enables debugging of Device Removed Extended Data
  • the post shows how to track and find the reason for a GPU device lost error caused by a page fault
dred_debug.png

  • presents how to use the Ambient Dice to store the GGX specular component
  • alternative storage scheme instead of spherical harmonics
Sponza-Metals-Metallic-AmbientDiceHemiNN-Crop.jpg

  • derives weighting functions for Multiple Importance Sampling (MIS) that minimize the variance of an MIS estimator
konda-2019-siggraph-optimal-mis-teaser.jpg

  • a new strategy for the generation of stratified samples
  • using the concept of orthogonal arrays from statistical experiment design
array_sampling.png

  • the article explains how to generate high-quality blue noise
bluevc_1.png

  • next part in the article series about the implementation of a scriptable render pipeline in Unity
  • adds support for multiple LOD levels per object
  • switching between LODs is implemented using a dithering transition
tutorial-image.jpg

Thanks to Denis Gladkiy for support of this series.

Would you like to see your name here too? Become a Patreon of this series.


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