- the articles explains the pitfalls encountered when implementing Screen Space reflections
- discusses special cases for a 2D game and presents what fallback options have been used if the information is not available
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-154/blightbound_ssr.png)
- the blog post provides an overview of ambient occlusion and what it approximates
- provides interactive examples to show the effect of screen space ambient occlusion
- additionally provides interactive examples to show the impact of different parameters for Ray-Traced Ambient Occlusion
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-154/RTAO.jpg)
- the presentation explains how the raytracing for shadows has been implemented into Call of Duty
- covering acceleration structure separation, performance, denoising implementation, and supporting multiple local area lights
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-154/raytracing_shadows.jpg)
- the paper presents a new framework for layering and compositing of bump maps from different sources
- presents how to use the framework with different techniques, including volumes, decals, dealing with multiple UV sets, etc..
- demo code provided
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-154/pirate_combined.png)
- the article presents how the precision HiZ tracing logic (used for screen space reflection) can be increased
- additionally also makes the technique more generalized
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-154/ssr2.jpg)
- the blog post explains the history of RLSL (Rust Like Shading Language)
- and how rust-gpu is the spiritual successor
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-154/rlsl.jpg)
- First public release of Rust-gpu, a new SPIR-V backend for the Rust
- post explains the motivation, current state, and planned scope
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-154/sky.jpg)
- the article provides a brief overview of scalarization and suggests an alternative approach
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-154/scalarize.png)
Thanks to Keith O’Conor for support of this series.
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