2019-01-20 / Last updated : 2019-01-20 hanecci Blog“Game graphics pick ups 2019/01 part0”Procedural Modeling is so satisfying! pic.twitter.com/LyHME44tBn— Fernando Magalhaes (@mglhs_com) January 4, 2019Reverse engineering the rendering of The Witcher 3, part 7a – average luminance (distribution) https://t.co/QzuS4dEjqE— Render Hub (@render_hub) January 5, 2019Using Turing Mesh Shaders: NVIDIA Asteroids Demo https://t.co/DW7WGzJDFC— Kostas Anagnostou (@KostasAAA) December 19, 2018"An Explanation of the Rendering Equation"Made a short video that explains the Rendering Equation.☀️☀️low quality short preview below. press youtube link for the high quality video:https://t.co/izIvEmooJy pic.twitter.com/YGgn6QBGST— Eric Arnebäck (@erkaman2) January 10, 2019Great rendering breakdown: "The Rendering of Rise of the Tomb Raider" https://t.co/QcIkfNWVH8— Kostas Anagnostou (@KostasAAA) January 2, 20191TBps/16GB = 64Hz. So, you can read all 16GB once per frame at 60 FPS. https://t.co/2lqcBHhhi4— Tim Sweeney (@TimSweeneyEpic) January 9, 2019I clipped a webcam to my collar so I could sketch in real life while using Street View in Google Earth VR. pic.twitter.com/vEFmztFnns— Liz Edwards (@lizaledwards) December 30, 2018Learning D3D12 from D3D11 – Part 1: Getting Started, Command Queues, and Fencing https://t.co/2J41j3XUmm— Render Hub (@render_hub) January 13, 2019Spotlight Shadows https://t.co/go9bFQJhE9— Render Hub (@render_hub) January 1, 2019Volume Rendering with WebGL https://t.co/3Iv5lBnjAY— Kostas Anagnostou (@KostasAAA) January 16, 2019Game Tech Deep Dive: The fast and furious window shaders of Forza Horizon 4 https://t.co/JrvRacpGUp— Render Hub (@render_hub) December 13, 2018Rasterization in One Weekend, Part II https://t.co/gGpbqGj4yu— Render Hub (@render_hub) December 16, 2018The Next Generation Intel Gen11 Graphics https://t.co/ghBn98YiPv— Kostas Anagnostou (@KostasAAA) December 13, 2018CppCon 2017: Nicolas Guillemot “Design Patterns for Low-Level Real-Time … https://t.co/xUm3fAG7QZ via @YouTube— Martin Mittring (@MittringMartin) December 1, 2018"Light in Scriptable Rendering Pipeline" https://t.co/oZInbo7bdY #graphicsprogramming— Render Hub (@render_hub) December 3, 2018#NVIDIA PhysX SDK is now open source under BSD 3-Clause License: https://t.co/wYgnf7CAkB— Cyril Crassin (@Icare3D) December 3, 2018Farrukh Rahman discussed the way he created a high-quality nature scene with #Unity and #Megascans:https://t.co/BTHcScnCaF#gamedev #indiedev #3dart #unity3d #madewithunity #quixel @unity3d @quixeltools @madewithunity pic.twitter.com/C0EQ50a5oP— 80 LEVEL (@80Level) December 7, 2018twitterCategoriesBlogTagsGameGraphicsGPUGraphicsAPIMegascansProceduralRayTraceUnityLeave a Reply Cancel replyYour email address will not be published. Required fields are marked *CommentName * Email * Website Please enter an answer in digits:2 × 4 = This site uses Akismet to reduce spam. Learn how your comment data is processed.