Graphics Programming weekly - Issue 134 — May 31, 2020

posted in jendrikillner
Published May 31, 2020 Imported
Advertisement

Casual Shadertoy Path Tracing 1: Basic Camera, Diffuse, Emissive

  • A tutorial that shows a practical walkthrough on how to implement a path tracer in shadertoy
  • focuses on the generation of renderings instead of physical correctness

Curving Corner Texture UVs

  • the article shows how to generate UVs for curved corners using Unity

Iterating on Variable Rate Shading in Gears Tactics

  • the articles present how the VRS (Variable Rate Shading) implementation was approached
  • offers performance and quality considerations
  • shows how the shading rate was adjusted dynamically

Civilization VI Fog of War

  • This Unity tutorial explains how to implement a Civilization VI style fog of war system
  • shows how to render the hex grid, use a compute shader to generate visibility masks and combine all parts for the final result

New geometry pipeline in Magnum

  • the articles describe the design of the new geometry (import) pipeline of the Magnum engine
  • the new design focuses on the reduction of load time and extra flexibility to handle any GPU understood format

The design and evolution of the UberBake light baking system

  • A global illumination system developed by Activision
  • the system is based on a static light baking approach with runtime support for dynamically changing lights and geometry

Progressing in Circles

  • the articles presents different approaches on how to implement a ring progression effect
  • compares rendering quality, anti-aliasing, performance, and setup work for each method
  • proves Unity source code for all presented solutions

Technically Art: Issue 56 (29.05.2020)

  • collection of tweets related to VFX, shaders, and game art

A survey of temporal antialiasing techniques: presentation notes

  • authors notes on the Survey of Temporal Antialiasing Techniques talk from the Eurographics 2020 virtual conference
  • discussing TAA, how it works, how different implementations compare, weaknesses and possible future improvements

Point and Spot Lights Lights with Limited Influence

  • the next part in a Unity tutorial series on the scriptable render pipeline
  • this part adds support for point lights, Spot Lights, static light baking and per-object lights

Borderland between Rendering and Editor — Part 2: Picking

  • the article explains how the GPU based picking system in “Our Machinery” has been implemented
  • presented solution writes a small UAV from the pixel shader to record the closes picked object
  • shows how to make sure that the closes object is atomically returned

Reverse engineering the rendering of The Witcher 3, part 19 - portals

  • the article shows how the portal rendering effect in The Witcher 3 has been implemented
  • shows the Reverse engineered HLSL shader implementation

Stochastic Substitute Trees for Real-Time Global Illumination

  • a GI algorithm based around tracing Virtual point lights (VPLs), converting clusters of VPLs into probability distributions and storing these into hierarchical trees

Thanks to Dominik Lazarek for support of this series.

Would you like to see your name here too? Become a Patreon of this series.

Read more

0 likes 1 comments

Comments

Nobody has left a comment. You can be the first!
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement