Game graphics pickups 2018/9 Part0
"SIGGRAPH 2018 Stuff" https://t.co/2qTuBwuuv6 #graphicsprogramming
— Render Hub (@render_hub) August 31, 2018
Bakery (my GPU lightmapper) is finally released! 🎉🎉🎉https://t.co/laUYUtOrnc #gamedev #indiedev pic.twitter.com/hmCBTkBxwZ
— Mr F (@guycalledfrank) August 2, 2018
"Large Scale Ambient Occlusion: Introduction", the technique used to bake AO in Homefront: The Revolution https://t.co/4SuNthH4RX
— Kostas Anagnostou (@KostasAAA) September 1, 2018
Looking Through Water #unity3d #gamedev #tutorial: https://t.co/AGvQ9kQyFw pic.twitter.com/m7LK7w9kKf
— Jasper Flick (@catlikecoding) August 31, 2018
My #SIGGRAPH2018 talk for reconstructing 1spp/pixel ray traced images is online. It introduces the denoisers used in many real-time ray tracing demos released this year including Star Wars, Porsche Speed of Light, SOL and a few others. #graphicsreinventedhttps://t.co/3aCWWl528o pic.twitter.com/vktmjT35lk
— edliu1105 (@edliu1105) August 30, 2018
Good read on checkerboard rendering with source: https://t.co/tYxQKruu7v
— Kostas Anagnostou (@KostasAAA) August 21, 2018
Abstracted dual landscapes created using cleverly placed mirrors https://t.co/wIsIXghkzX pic.twitter.com/hKawbkwzVv
— Colossal (@Colossal) August 23, 2018
"Shader Showcase Saturday #7" https://t.co/eKdEUDWzKI #graphicsprogramming
— Render Hub (@render_hub) August 27, 2018
hmm pic.twitter.com/OnGnMwj263
— Irakli Koiava (@KOIAVAIrakli) August 21, 2018