Graphics Programming weekly - Issue 91 — June 30, 2019 Nested Dielectrics presents a technique that improves the handling of nested dielectrics in ray-tracing example for nested dielectrics is “ice cubes in a drink in a glass” tracking entering / existing geometry + priority system to handle overlap cases wayback-archive ShaderGraph Conversion - Custom Functions(Toon Lighting Example), Vertex Colors(Specular/Texture Painting) the tutorial shows to create custom nodes in Unity Shader Graph shows to implement Vertex painting using shader graph and use it for a variety of effects wayback-archive Render Graph Optimization Scribbles presents an algorithm for scheduling work in a render graph architecture wayback-archive Debugger Extension for DRED extension for WinDbg that enables debugging of Device Removed Extended Data the post shows how to track and find the reason for a GPU device lost error caused by a page fault wayback-archive Ambient Dice Specular Approximation presents how to use the Ambient Dice to store the GGX specular component alternative storage scheme instead of spherical harmonics wayback-archive Optimal Multiple Importance Sampling derives weighting functions for Multiple Importance Sampling (MIS) that minimize the variance of an MIS estimator paper archive wayback-archive Orthogonal array sampling for Monte Carlo rendering a new strategy for the generation of stratified samples using the concept of orthogonal arrays from statistical experiment design paper archive wayback-archive Generating Blue Noise Textures With Void And Cluster the article explains how to generate high-quality blue noise wayback-archive Level of Detail Cross-Fading Geometry next part in the article series about the implementation of a scriptable render pipeline in Unity adds support for multiple LOD levels per object switching between LODs is implemented using a dithering transition wayback-archive Thanks to Denis Gladkiy for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more https://ift.tt/eA8V8J
Nested Dielectrics presents a technique that improves the handling of nested dielectrics in ray-tracing example for nested dielectrics is “ice cubes in a drink in a glass” tracking entering / existing geometry + priority system to handle overlap cases wayback-archive ShaderGraph Conversion - Custom Functions(Toon Lighting Example), Vertex Colors(Specular/Texture Painting) the tutorial shows to create custom nodes in Unity Shader Graph shows to implement Vertex painting using shader graph and use it for a variety of effects wayback-archive Render Graph Optimization Scribbles presents an algorithm for scheduling work in a render graph architecture wayback-archive Debugger Extension for DRED extension for WinDbg that enables debugging of Device Removed Extended Data the post shows how to track and find the reason for a GPU device lost error caused by a page fault wayback-archive Ambient Dice Specular Approximation presents how to use the Ambient Dice to store the GGX specular component alternative storage scheme instead of spherical harmonics wayback-archive Optimal Multiple Importance Sampling derives weighting functions for Multiple Importance Sampling (MIS) that minimize the variance of an MIS estimator paper archive wayback-archive Orthogonal array sampling for Monte Carlo rendering a new strategy for the generation of stratified samples using the concept of orthogonal arrays from statistical experiment design paper archive wayback-archive Generating Blue Noise Textures With Void And Cluster the article explains how to generate high-quality blue noise wayback-archive Level of Detail Cross-Fading Geometry next part in the article series about the implementation of a scriptable render pipeline in Unity adds support for multiple LOD levels per object switching between LODs is implemented using a dithering transition wayback-archive Thanks to Denis Gladkiy for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
from GameDev.net https://ift.tt/2XiSlDv
from GameDev.net https://ift.tt/2XiSlDv
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