- slides for Siggraph 2019 course
- talking about the state of ray-tracing
- state-of-the-art in hardware and software developments
- provides a history and vision of where ray-tracing in games is going to develop
![RayTracingSiggraph2019.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-95/RayTracingSiggraph2019.png&key=d460c550a97448d6d884ce4b1b90c6d5ba32db24da208b13d883d55ecc266adb)
- the detailed article explains how to tile-based rasterization works
- show how to implement rasterization using this design
- includes SSE and multithreaded implemenation
![boundedtri.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-95/boundedtri.png&key=5b29c09450b3af87819dfc8b5f25ecbb8de9d8553df7b6df1c96f206c6c28f34)
- course notes for the Siggraph 2019 course
part 1 focuses on the necessary background knowledge provide an insight into movie production requirements and mathematical foundation
part 2 focuses on materials (acquisition and production requirements) showing practical efforts, achievements and problems encountered
![path_tracing_teaser.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-95/path_tracing_teaser.jpg&key=e950af46de5a42549b551c7ea8fa2ce7b0170ca8e406c5750435b66406a3d01b)
- the article discusses the foundations of alpha compositing
- explains the different compositing operations
- show how to use pre-multiplied alpha to eliminate common problems
- explanation of filtering, interpolation, blend modes, and additive blending
![alpha_premul_blur.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-95/alpha_premul_blur.png&key=c09e15ee91457820470d5a4bef8ad59e9644f1d43990dda79a640ec0780a19c2)
- collection of VFX tweets of the week
- tutorials, demos, and showcases of great looking effects
![technically_art_27.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-95/technically_art_27.png&key=4a3189ebd12e4bc05aec3e4583b8d9dcc9672340e06436e4ca5dbeb94e4bbf08)
- the article discusses memory management in Vulkan and D3D12
- shows differences in API and exposed features
- discussion resource allocation, mapping, cache invalidation, memory budgets, and resource residency
![d3d12_vulkan.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-95/d3d12_vulkan.png&key=87cde355aa43c8d637cd116ed08bf597042341353baf07fb9103538cbff640eb)
- presents problems with the Fresnel equations when applied to sRGB data
- model is only accurate when the parameters are carefully selected
- comparison against the Schlick model
- offers an extension of the Schlick model for more accuracy and control
![new_model.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-95/new_model.png&key=4b760b0ecff75d7f8c7e6f77460c49c0ce1f770d2d1eb3b0d9dab2b0a069a15c)
- the article contains the links to the build-in Shadertoy media files
- useful when implementing an effect based on reference found on Shadertoy
![shadertoy_media.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-95/shadertoy_media.png&key=14dcb90b6af03933522128ee2bb47cc989ce241a86f13f6141f490d2e5dbb242)
Thanks to Eric Haines for support of this series.
Would you like to see your name here too? Become a Patreon of this series.