- in-depth article that provides an overview of subsurface scattering techniques used for games
- presents the most common techniques found in games, Texture-Space Diffusion, Screen-Space Subsurface Scattering, and Pre-integrated Subsurface Scattering
![rad_faces.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-101/rad_faces.jpg&key=7adf53b14b805ec942c94776ec46cfed5043fde4e9f50ed1008927177142d482)
- the author provides an overview of problems that are encountered and make text rendering system very complex
- overview of terminology, overlapping glyphs, antialiasing, styling end emojis
![firefox-color-ligatures.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-101/firefox-color-ligatures.png&key=bfceb800bcaa091618f84cb5851f0b56b3f026fb17fd2661616928b9830454fc)
- presents a model to simulate erosion and transport simulation for sand due to wind
- the simulation can generate a large number of different dune types
![deserts_representative.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-101/deserts_representative.jpg&key=664de020533231b6f0dc2a0d061c17acd6d72e92ca37ec3a6c22c673376407c7)
- the paper proposes the addition of a Traversal Shader stage to the DXR model
- this shader stage allows the programmable selection of acceleration structures
- presented use cases are stochastic LOD selection, choice of LOD levels based on ray type and improved multi-level instancing performance
![lod.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-101/lod.jpg&key=1f4b3373e5fd23c022583b0fbfac183b28b4aa9ddd52b3aa15dd3ba2f6af69fc)
- the article shows how to use 16-bit floating-point types on PC hardware
- differences in handling between APIs and shader compilers
- only modern hardware supports native 16-bit instructions on PC
![fp16.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-101/fp16.png&key=9d2724db329074eee4c045a078c097d883efb501705caa7f5d9d7f8ee4d245b8)
- collection of tweets related to VFX, shaders, and game art
![technically_art_template_37.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-101/technically_art_template_37.png&key=f40f87578e6b35c66615cbd3a08bb56d27bc9a3921b39e1d9ffbeceffb5272a5)
- the article describes the characteristics of Fractional Brownian Motion
- commonly used for the procedural modeling of nature
![gfx00.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-101/gfx00.jpg&key=172c855a53ed3f2b652b3a67635faf9d7f5384ff66b7b44d3e99c87fb2993afe)
- the article shows the precalculations steps that enable PBR rendering on mobile devices
- irradiance map from the environment, BRDF lookup table for Cook-Torrance model and prefiltered reflections map
![brdf_lut_with_labels.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-101/brdf_lut_with_labels.png&key=cd428bfdf079ca3cc45993ab6b97fd6544bea3d76228f656ee3597d5fe993eda)
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