2019-05-08 / Last updated : 2019-05-08 hanecci Blog Game graphics pick ups 2019/05 part0Сheck out this build of #Minecraft with #raytracing and custom textures. Amazing stuff:https://t.co/MD532SkdRS#gamedev #indiedev #3dart #texturing #rendering #RTXON #gamedesign pic.twitter.com/QkC2W9lnhA— 80 LEVEL (@80Level) May 7, 2019Paper shading – light transmission so you see the internal grain and writing on the other side. Illustration has full light+shadow with hatching patterns mapped to the meshes.full vid: https://t.co/2LZ28aypxv #madewithunity #gamedev pic.twitter.com/mZeCGUd78U— Mike Ferraro (@MFerrar0) May 7, 2019I want to make a parallax game where you look through windows into different people's lives and watch/ interact with them/ objects (inspired by @jaromvogel & @kevinjaystanton) pic.twitter.com/RonR2BhvsV— ♢ Danette – they/them ♢ (@Salmikawolf) May 7, 2019First attempt at removing cars off the roads with neural nets. Will have to dream harder. pic.twitter.com/DZj63CHo8B— Chris Harris (@hellokozmo) May 6, 2019Introducing a new, open source, configurable, GPU accelerated console for Windows – The Windows Terminal https://t.co/kbL7tVirP5— Scott Hanselman (@shanselman) May 7, 2019I'm going to give a talk @Digital_Dragons in Krakow end of this month about "Bindless Deferred Decals in The Surge 2". Looking very much forward to being there again after 5 years!https://t.co/FdgLN7Q4P3— Philip Hammer (@philiphammer0) May 8, 2019Part 3 of the Dynamic Diffuse Global Illumination article is now live at:https://t.co/k39tIQuuvq pic.twitter.com/Wf9APgdxDS— Morgan McGuire (@CasualEffects) May 6, 2019Tips and Tricks: Ray Tracing Best Practices https://t.co/aM9RC7uNdr— Kostas Anagnostou (@KostasAAA) May 3, 2019I am excited to share our paper "Handheld Multi-frame Super-resolution" that got accepted to Siggraph 2019: https://t.co/SWJDZ1gyYJ Our algorithm achieves state of the art results in multi-frame Bayer raw image fusion and runs at interactive rates on a mobile device.— Bart Wronski (@BartWronsk) May 1, 2019The new GPU Zen book is out https://t.co/pYd4juwHJO, with source code https://t.co/hPR0ThMPQC. I am not sure what the plans are for the ebook version, there is a great chapter on GPU tessellation with compute shaders available though https://t.co/0X2BGYNPjp.— Kostas Anagnostou (@KostasAAA) April 26, 2019twitterCopyCategoriesBlogTagsDeepLearningGlobalIlluminationRayTraceLeave a Reply Cancel replyYour email address will not be published. Required fields are marked *Comment *Name * Email * Website ΔThis site uses Akismet to reduce spam. Learn how your comment data is processed.