- the video provides a great explanation of Monte Carlo integration importance sampling
- presents how to generalize MIS to a from distinct techniques to a continuum of techniques
- shows how to use the method for path reuse, spectral rendering, and photon planes
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-149/cmis.png)
- overview of debugging D3D11 applications using Pix for Windows
- shows what is supported and what limitations exist
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-149/pix_d3d11.png)
- the post discusses a variety of quantization topis to ensure conversion of precision
- GPU based workloads should prefer centered quantization
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-149/quantization_floor_or_centered_1000.png)
- the Unreal tutorial explains how to apply a shader effect that converts a video into a VHS style looking video
- presents the walkthrough of the Material Graph
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-149/vrs_screen.png)
- the SIGGRAPH Asia 2020 paper presents a cloud simulation with high-level parameters
- the system can simulate cumulus, stratus, and stratocumulus for the formation of dynamic cloud formations
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-149/cloud_simulation.png)
Thanks to Jon Greenberg for support of this series.
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