- 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
- 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
- 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
- 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
- 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
- collection of tweets related to VFX, shaders, and game art
- the article describes the characteristics of Fractional Brownian Motion
- commonly used for the procedural modeling of nature
- 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
Thanks to Sean McAllister for support of this series.
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