Game 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, 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)
— Tobias Zirr (@alphanew) November 30, 2018
Try it on your own renderer today! 🙂
Breakdown of animated raindrop material https://t.co/hvuUFbom6G #graphicsprogramming
— Render Hub (@render_hub) December 5, 2018
Using eGPUs with Metal https://t.co/2kheg542DV
— Render Hub (@render_hub) December 6, 2018
Some new-ish slides here. On doing rendering R&D. https://t.co/Ba00u6FnfJ
— c0de517e/AngeloPesce (@kenpex) December 9, 2018
Wisdom from Working at AAA Studios for 15 Years https://t.co/aV1hkiYMOy
— Kostas Anagnostou (@KostasAAA) December 9, 2018
We 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, 2018
Heeey, this C++ single-header vector math lib looks pretty good! 😀 https://t.co/i7PjG1xQbi
— Nathan Reed (@Reedbeta) December 17, 2018
Using 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, 2018
I've created a repo for those, who want to write physically-correct ray-tracer. It contains OBJ / MTL, Mitsuba and PBRT references with renders.
— Serhii Rieznik (@serhii_rieznik) November 24, 2018
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
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
"How To: Data Lookups Via Raytracing" https://t.co/8bwuzPZOs3 #graphicsprogramming
— Render Hub (@render_hub) November 17, 2018
Happy 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, 2018