- the talk presents an overview of rendering features developed for Path of Exile
- showing what constraints the game provides and how it enables these implementations
- Point Light Shadows (Screenspace Hierarchical Variance shadow maps)
- Screenspace Global Illumination
- Subsurface refraction, a technique used for ice and water
- Water flow map generation on the CPU using Algebraic Multigrid
- grass and fur using pre-calculated raytracing
- an extensive collection of brief overviews of other techniques such as burning, fracturing, scalar field vectorization
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-127/subsurface_refraction.png)
- A virtual machine that is written in C enables executing of a subset of SPIR-V shaders (only 2D texture operations, no 3D etc.)
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-127/spirv.png)
- presents operations that reduced the shading time required from 21.58ms to 13.52ms
- combination of scene-specific adjustments, implementation changes to noise generation and variance reduction
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-127/lighthouse2.jpg)
- A guide aimed at technical artists to preset best practices for geometry, texture, material and shader optimizations for mobile devices
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-127/Texture-13-SmallDetail.jpg)
- the article presents implementations optimizations to speedup trilinear filtering
- taking advantage of the representation of power floating-point number to speed up operations
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-127/trilinear.jpg)
- The database of articles included in this series has been updated with a new look
- this is the first step of a more extensive upgrade, and new functionality will be added soon. Stay tuned
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-127/article_database.png)
Thanks to Max R.R. Collada for support of this series.
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