- the presentation shows the new WIP hair rendering system
- a realtime system that is based on hair stands instead of cards
- strands are rasterized into shadow and deep opacity maps
- for performance reasons, a visibility buffer is written, and a sample deduplication pass is applied
- shading is done in a screen space pass
- shows how the different shading components have been implemented
- the article presents guided filtering as an alternative to a bilateral filter
- explains the bilateral filter logic and compares against guided filtering
- showing what the strengths and weaknesses of both approaches are
- the new PIX CPU timeline view shows when a thread context switch happened and to where
- optimized shader access tracking, significant speedup when opening the pipeline view
- overview of denoising techniques in raytracing applications
- covering sampling and signal processing techniques
- additionally covers blurring kernels and spatial reprojection techniques
Ubisoft RedLynx is a multiplatform game development studio located in Helsinki. Along with the hugely popular Trials series, we have developed and published more than 100 games and we are a passionate team of over 140 people of 21 different nationalities. We are seeking an experienced Graphics Programmer to join our core technology team in creating impactful game experiences
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- performance comparison of a ray tracer application using native OpenGL against WebGL (Chrome, Firefox)
- The GPU performance is comparable on the D3D backend, even better at times
- Unity tutorial showing how to set up a custom render pipeline
- covering how to set up the project
- cull, filter, and sort objects
- add support for multiple cameras
- overview video for the new DirectX Raytracing sample, showing a Raytraced Ambient Occlusion implementation
- collection of tweets related to VFX, shaders, and game art
- provides an overview of the ocean rendering system
- the system is based around hierarchical, fully dynamic ocean data sources
- shows how to model waves, integrate shading and realistic flow patterns
Thanks to Spencer Sherk for support of this series.
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