2018-12-23 / Last updated : 2018-12-23 hanecci BlogGame graphics pick ups 2018/12 part0"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"Creating Explosive Visuals with the Visual Effect Graph" https://t.co/nTXXNZkdIZ #graphicsprogramming— Render Hub (@render_hub) November 27, 2018A 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, 2018Breakdown of animated raindrop material https://t.co/hvuUFbom6G #graphicsprogramming— Render Hub (@render_hub) December 5, 2018Using eGPUs with Metal https://t.co/2kheg542DV— Render Hub (@render_hub) December 6, 2018Some new-ish slides here. On doing rendering R&D. https://t.co/Ba00u6FnfJ— c0de517e/AngeloPesce (@kenpex) December 9, 2018Wisdom from Working at AAA Studios for 15 Years https://t.co/aV1hkiYMOy— Kostas Anagnostou (@KostasAAA) December 9, 2018We have done several HDRP improvement since 2018.2. I advice to jump to this version. It still a preview, we work heavily on next iteration. https://t.co/AKH3pjxU1P— Sébastien Lagarde (@SebLagarde) December 13, 2018Heeey, this C++ single-header vector math lib looks pretty good! 😀 https://t.co/i7PjG1xQbi— Nathan Reed (@Reedbeta) December 17, 2018Using Turing Mesh Shaders: NVIDIA Asteroids Demo https://t.co/DW7WGzJDFC— Kostas Anagnostou (@KostasAAA) December 19, 2018"A Primer On Efficient Rendering Algorithms & Clustered Shading" https://t.co/H9O5CZpW4I by @aortizelguero pic.twitter.com/8ZUcULZp8c— Dario Manesku (@dariomanesku) December 21, 2018"Parallel Shader Compilation for Ray Tracing Pipeline States" https://t.co/n7ROiYhbCj #graphicsprogramming— Render Hub (@render_hub) November 20, 2018"Rasterization in One Weekend, Part I" https://t.co/3qEYb8IYkK #graphicsprogramming— Render Hub (@render_hub) November 24, 2018"Fast, Constant Time Sphere Indexing, Part 1". Map any 3D point on a triangle-subdivided sphere, or above it, to a triangle index in constant-time https://t.co/6ARB3HZSBo— Kostas Anagnostou (@KostasAAA) November 21, 2018I've created a repo for those, who want to write physically-correct ray-tracer. It contains OBJ / MTL, Mitsuba and PBRT references with renders.So far it contains classic Cornell box, box with various materials and scene with water. More scenes later…https://t.co/wbIcfPt8aB pic.twitter.com/LzTQdpdwRT— Serhii Rieznik (@serhii_rieznik) November 24, 2018Ah, 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"How To: Data Lookups Via Raytracing" https://t.co/8bwuzPZOs3 #graphicsprogramming— Render Hub (@render_hub) November 17, 2018Happy that I managed to create the seamless split screen I was trying to make. Allows for splitting in both directions (character1 can be right, and viceversa).#Unity3d #Cinemachine pic.twitter.com/dPFFgamO7W— Ciro Continisio ☕ (@CiroContns) November 18, 2018twitterCategoriesBlogTagsGPUMathRayTraceUnityLeave a Reply Cancel replyYour email address will not be published. Required fields are marked *CommentName * Email * Website Please enter an answer in digits:two × 3 = This site uses Akismet to reduce spam. Learn how your comment data is processed.