- the in-depth article presents how the light shafts in The Witcher 3 have been implemented
- explains how a radial blur can be applied and provides a shadertoy to showcase the example implementation
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- overview of the SIGGRAPH 2020 PBR course
- contains the titles, speakers and abstracts of this year’s talks
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- the paper presents an evaluation of what kind of gains can be achieved with temporal reprojection in a path tracer setting
- uses an SSIM (structural similarity index ) metric to relate spatially and temporally reprojected path traced image to a purely path traced image with similar quality
- provides data for multiple scenes and sample counts
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- part 2 of an article series discussing the mathematical foundation of matrix/vector operations
- presents different methods exposed by Unity and explains differences of the various methods
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- next part in a Unity SRP (scriptable render pipeline) tutorial series covering the implementation of a bloom post-processing effect
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- A video tutorial that shows how to implement a stylized ocean shader using Shader Graph in Unity
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- collection of 7 compelling links to compute graphics/programming related topics
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- the article presents how the corals in finding Nemo have been shaded
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- the article presents a few techniques to compress Dynamic Diffuse Global Illumination probe information
- presented compression reduced the size from 2.4GB into 168MB
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- brief article showing an overview of a render graph API
- discussing the reasons why this kind of architecture could be beneficial
- summary of the goals of the project
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Thanks to Cort Stratton for support of this series.
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