- guide by Roblox for the career development of rendering engineers
- what jobs are required, how to learn and personally take control of directed development
![CareerGuide.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-97/CareerGuide.png&key=5bc97c0bbcf61df405f55e49368e5eff04bbea35742028406f0806efcc4183d4)
- summary and links to the video recordings from Unity talks at SIGGRAPH 2019
![Unity_SIGGRAPH.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-97/Unity_SIGGRAPH.jpg&key=b561de9edf105d7b5f11304afe0f8545d5dd91ad067bfff014c4b4971c86fad0)
- the first release of a new open-source D3D12 memory allocator project by AMD
![d3d12_allocator.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-97/d3d12_allocator.jpg&key=9d9c0dffd10f5c0e6fbf1ea74d94da03004e699b9233d2448c4ee05458a4d586)
- a walkthrough that explains a Unity water shader implementation
- the shader is designed to be easy to use, control and extend
![unity_water_shader.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-97/unity_water_shader.png&key=ab220502ecc86de0ac57441cced500d3b637ed9bd241ee33f84b983ba29d6a99)
- the article discusses the image quality difference between film and realtime rendering
- presents that games are overly sharp and what future developments might look like
![BlackFlagWithTXAA.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-97/BlackFlagWithTXAA.png&key=2ff61145bdd9960c48cc2ff18f5f2aad63f67c15fd7eefe62f21e9c7e5bd9dde)
- the article presents a hybrid technique between Screen space reflections and ray-traced reflections
- shows comparisons between the two methods, differences, strengths, and weaknesses
![comp_raytracing_shadows1.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-97/comp_raytracing_shadows1.png&key=db5485bcbe2629324f65d5325ced44205652e73505753a6edcdd5a9780729030)
- OpenGL tutorial that teaches the concepts required to render a textured mesh
![opengl-users.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-97/opengl-users.jpg&key=65a805996b9ef881f3e8958789b11ae9b02c3bb955ceb36b2bd7f1507e291470)
- Microsoft is now offering pre-built binaries of the shader compiler on GitHub
![dxc.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-97/dxc.png&key=0ca0db84a0a25901f78fbe608c6c6e5f1ac1bfb62c7f10036f64e06c13e737b2)
- the article presents different techniques to generate ray traced shadows
- compares the performance of using Any Hit, Closest Hit or Miss Shader to determine if the ray has been occluded
![shadow_rays.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-97/shadow_rays.jpg&key=fcdd99f61b4250d4f24ca51bb0b901075a0010adf7a468064ea356b66b38d0a8)
- intro to computer graphics from University of Waterloo summarized in one slide deck
![path_tracing.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-97/path_tracing.png&key=83ab294efff6bef075ff20f65ea248544b45ca6a0f6608c33fae8f76edfb4372)
Thanks to Giuseppe Modarelli for support of this series.
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