Game graphics pickups 2018/11 Part2
"Reverse engineering the rendering of The Witcher 3, part 6 – sharpen" https://t.co/gXYqiwubdY #graphicsprogramming
— Render Hub (@render_hub) November 13, 2018
Take a look at @ue4arch impressive demoreel – https://t.co/6AMDUiTl8d#archviz #interiordesign #MadeWithSubstance
— Substance by Adobe (@Substance3D) November 10, 2018
The Moana cloud volume path tracer now supports single scattering (via delta tracking) with MIS for light/phase sampling (but only sampling the sky with uniform phase so it cancels itself out for now).
Next up when I find the time: phase, sun light and multiple scattering 🙂 pic.twitter.com/3dlo58fGM0— Sébastien (@SebHillaire) November 17, 2018
Direct3D 12 render passes https://t.co/abUpXeyfB1
— Kostas Anagnostou (@KostasAAA) November 17, 2018
Real-time fluid simulation in Shadow of the Tomb Rider https://t.co/IqbdUt2sBk #graphicsprogramming
— Render Hub (@render_hub) November 22, 2018
"Bringing Ray-tracing into Remedy‘s Northlight Engine", Tatu Aalto, C4 Conference presentation recording: https://t.co/icWD3wcg6j
— Kostas Anagnostou (@KostasAAA) November 22, 2018
"How does a GPU shader core work?", a talk I just gave for junior employees here. Basically an almost exact copy of @kayvonf Siggraph'08-10 BPS course material. https://t.co/L4XhcC7vyr
— Aras Pranckevičius (@aras_p) November 20, 2018
Ah, Unity 2019.1.0a9 is out already… For once I can visually present something I've been working on 😛 pic.twitter.com/iKnSxY4uAO
— Juho Oravainen (@joravainen) November 16, 2018
Learn all about #Houdini Live Link with this ILLUME Webinar from @quixeltools & @sidefx: https://t.co/Ix84R1iCau#quixel #megascans #gamedev #indiedev #3dart #gamedesign pic.twitter.com/mutICx95Ru
— 80 LEVEL (@80Level) November 21, 2018
Astonishing #lowpoly series in #3dsmax & #vray by Mat Szulik#art #inspiration #artist #3d #3dartist #3dart #illustration #digitalart #photoshop pic.twitter.com/wKpEyUXXrs
— 80 LEVEL (@80Level) November 25, 2018
"Creating Explosive Visuals with the Visual Effect Graph" https://t.co/nTXXNZkdIZ #graphicsprogramming
— Render Hub (@render_hub) November 27, 2018
"The Rise of Depth on Mobile" https://t.co/k2CkIgKC6g #graphicsprogramming
— Render Hub (@render_hub) November 14, 2018
"How To: Data Lookups Via Raytracing" https://t.co/8bwuzPZOs3 #graphicsprogramming
— Render Hub (@render_hub) November 17, 2018
"There is a way to query GPU memory usage in Vulkan – use DXGI" https://t.co/CLErHpXkJN #graphicsprogramming
— Render Hub (@render_hub) November 15, 2018
Frame graphs seem like a good idea to help handle the complexity of modern rendering engines/low level graphics APIs. Good collection of resources on them with some code projects: https://t.co/NxRpTcCWid.
— Kostas Anagnostou (@KostasAAA) November 11, 2018
"Intro to GPU Scalarization – Part 2 -Scalarize all the lights" https://t.co/DWGA681tpv #graphicsprogramming
— Render Hub (@render_hub) November 11, 2018
"Recovering the Scale, Rotation and Translation Matrices from the Model Matrix" https://t.co/WRXkP3So21 #graphicsprogramming
— Render Hub (@render_hub) November 19, 2018
A shiny interactive WebGL demo for our Firefly Removal paper, including examples and easily integrable source code (public domain), is now online at: https://t.co/cLOcIqwLvq (Chrome or Firefox recommended)
Try it on your own renderer today! 🙂
— Tobias Zirr (@alphanew) November 30, 2018