Game graphics pickups 2018/9 Part1
I have written a short blog post about helper functions to pack integer and float value together for GBuffer compression: https://t.co/t6EJ7X1vWV
— Sébastien Lagarde (@SebLagarde) September 2, 2018
New blog post documenting the latest batch of hybrid raytraced shadow performance improvements. With them, HRT shadows cost in Sponza dropped from ~16ms to ~0.8ms. Full res shadows now cost ~2.5ms (GTX 970).https://t.co/71colpixO8 pic.twitter.com/N37heZYBMZ
— Kostas Anagnostou (@KostasAAA) September 4, 2018
I just finished a Ray Tracing Resources Page to augment our new free chapter: https://t.co/kiEvSCL1Cq – please do point out any great resources I'm missing.
— Eric Haines (@pointinpolygon) September 3, 2018
After a mere two months(!) of research and writing, I'm finally done with part 5 of my series on GPU barriers/synchronization/command submission! https://t.co/mfbooAsWiM
— Matt Pettineo (@MyNameIsMJP) September 9, 2018
"Smooth Geometry in Real-Time Rendering" https://t.co/sfxQ7Osf4o #graphicsprogramming
— Render Hub (@render_hub) September 8, 2018
"Why Clip Transformed Vertices in Clip-Space?" https://t.co/dQUTDYpjqZ #graphicsprogramming
— Render Hub (@render_hub) September 5, 2018
"Reverse engineering the rendering of The Witcher 3, part 5 – drunk effect" https://t.co/d2WD1prd9C #graphicsprogramming
— Render Hub (@render_hub) September 1, 2018
It’s here! Quaternions: https://t.co/JxZFcx476w
“But Grant, 30 minutes seems like a bit much to set aside right now.”
Pssht, don’t give me that, I saw you on Netflix last night. pic.twitter.com/QZkQig7eNn
— Grant Sanderson (@3blue1brown) September 6, 2018
Hey guys, the code for my screen-space Horizon-Based Indirect Lighting technique (HBIL) is finally available at https://t.co/xTZRw2ZcfN
Feel free to use it as you like! 😀 pic.twitter.com/qzaMBwTifB
— Patapom (@Patapom2) August 27, 2018
My analytic SDF cone-trace math and explanation (it simplifies to 1d equation): https://t.co/HjYpCc3d7z. If you start from cone aperture angle, you need to add some math to calculate t=1 cone width.
— Sebastian Aaltonen (@SebAaltonen) August 27, 2018
"Some thoughts re Raytracing post-Siggraph 2018." https://t.co/HLr3QmJ5UN #graphicsprogramming
— Render Hub (@render_hub) September 7, 2018
"Async & Await vs. Unity Jobs" https://t.co/UMihS8iSur #unity3d
— Render Hub (@render_hub) September 11, 2018
"Fundamentals of Texture Mapping and Image Warping" great masters thesis from 1989 on texturemapping, including a lot of always relevant sampling theory https://t.co/cbAaushnrT pic.twitter.com/xQOdVKUeIF
— Mikkel Gjoel (@pixelmager) September 10, 2018
Filmed at 700fps, we notice the iris' fluids inertia cause the iris to wiggle after the eyeball has stopped moving https://t.co/h1YW5BuTVC pic.twitter.com/L0PCepgEJK
— Massimo (@Rainmaker1973) September 8, 2018
https://twitter.com/unusualImagery/status/1039321630516883457
I made an AI watch 105 Tour de France races along with viewer numbers to make it simulate the most interesting Tour de France race possible.
This is what it made.#ai #ml #machinelearning #artificialintelligence #wat pic.twitter.com/WBCnBswHFM
— Mark Williams-Cook = 🅼🅰🆁🅺 🅲🅾🅾🅺 (@thetafferboy) September 11, 2018