2019-03-08 / Last updated : 2019-03-08 hanecci Blog “Game graphics pick ups 2019/03 part0”Neural Network Ambient Occlusion (Siggraph Asia 2016), presentation slides and code https://t.co/kUzkPWxWCG— Kostas Anagnostou (@KostasAAA) February 27, 2019I don't usually retweet my own blogposts, but I feel this one deserves another go now that I have more followers. It's a nice looking bokeh depth of field in a single pass that you can throw into almost any rendering pipeline with minimal effort.https://t.co/4nT2EUzIU6— Dennis Gustafsson (@tuxedolabs) March 6, 2019Thoughts on light culling: stream compaction vs flat bit arrays https://t.co/RSdz396pOw— Render Hub (@render_hub) February 25, 2019Ray Tracing Gems just went up as open-access https://t.co/CuyWDY4ds1 ! I'll have to grab a 2070 for sure now 😉Thanks @pointinpolygon ,@inversepixel et al. for making the book openly available!— Will Usher (@_wusher) March 2, 2019Ray Tracing The Rest of Your Life: A reader's companion, Chapter 2 https://t.co/dqPxAQzsQ9— Kostas Anagnostou (@KostasAAA) February 28, 2019SRP Batcher: Speed up your rendering! https://t.co/fkNDYK77Z3— Render Hub (@render_hub) March 1, 2019Checkerboard and Dynamic Resolution Rendering sample implementations in DX12 https://t.co/Q1NX9l6KOH— Kostas Anagnostou (@KostasAAA) February 28, 2019Here's the post that has the shader graphs for the Fake Liquid effect, and the Waterfall I did a while ago (And how to do multiple textures in Triplanar) 🙂 #gamedev #unity3dRead here >> https://t.co/SUMdxVwZF9 pic.twitter.com/HBl9IETCaw— Joyce[MinionsArt] (@minionsart) March 1, 2019Software rasterization not dead! This post details a from-scratch, optimized AVX2 rasterizer for software occlusion culling that greatly improves upon Intel's 2015 project, and offers a public-domain reference implementation https://t.co/4GT4Q54zBw pic.twitter.com/ePtW9A2wmJ— Mean Squared Error (@non_manifold) February 25, 2019I wrote something about C++. And to surprise you all, it’s not a rant! https://t.co/EaJKT7QqcH— c0de517e/AngeloPesce (@kenpex) February 26, 2019How to Simulate and Render Blobs https://t.co/nL8K9pSEqG— Render Hub (@render_hub) February 28, 2019Create high-quality light fixtures in Unity https://t.co/gR6SChl2hf— Render Hub (@render_hub) February 7, 2019Halftone Shading https://t.co/ZD1fUopZYG— Render Hub (@render_hub) March 4, 2019twitterCategoriesBlogTagsAmbientOcclusionRayTraceShaderUnityLeave a Reply Cancel replyYour email address will not be published. Required fields are marked *CommentName * Email * Website Please enter an answer in digits:10 − 4 = This site uses Akismet to reduce spam. Learn how your comment data is processed.