- 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
![hair_frostbite.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-100/hair_frostbite.png&key=daca642d34ef4b745070b94fe02729a44c9a414699a3dd85895143c42b87fc48)
- 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
![guided_filtering_ssao.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-100/guided_filtering_ssao.png&key=a1a2f40e1fbb3e79fe32853384cddbfb2d9bccd6b5ca64e4e550c4d57b0f1e56)
- 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
![190913-img1.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-100/190913-img1.png&key=74e81ea4502e004218a88ab7f5b723d1728d6d283b3b3a7edad401378a3746c0)
- overview of denoising techniques in raytracing applications
- covering sampling and signal processing techniques
- additionally covers blurring kernels and spatial reprojection techniques
![motion-buffer.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-100/motion-buffer.jpg&key=8e46ff10046f068a038e1c1fc6c75fae55b9c04c7c54ca8895ec2e9c065d1a8e)
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
![logo_redlynx.png](https://www.jendrikillner.com/img/jobs/logo_redlynx.png&key=e31b0203a1c93884ce628273468360a83746bbf79ed5d9fbe28e98f7d40c8caa)
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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
![raytracing_webgl.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-100/raytracing_webgl.png&key=60fa3b70094e4b68925cc3412675ab23f2631a23fed7a30c81bcfaa3e7a0aa91)
- 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
![custom_unity_pipeline.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-100/custom_unity_pipeline.jpg&key=c976099b823e9b88004eeab1e428936e394b97e582a3d2e6f181b684afec6ba9)
- overview video for the new DirectX Raytracing sample, showing a Raytraced Ambient Occlusion implementation
![DirectXRaytracingNoise.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-100/DirectXRaytracingNoise.png&key=913b3ed8c8f6aa240ad43aad5922ba5b9f16b3eef445d7a184dd91030f47f5f2)
- collection of tweets related to VFX, shaders, and game art
![technically_art_template_36.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-100/technically_art_template_36.png&key=3d2918e9ce0250c8812ad88102df57e60dbb22a492e86344632ef87e4bdced60)
- 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
![water_system.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-100/water_system.jpg&key=078b42c7612cbdb36be522d8cf1276dea8069aff8cb0e0e318d131ae6010d449)
Thanks to Spencer Sherk for support of this series.
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