Game graphics pickups 2018/9 Part0
"SIGGRAPH 2018 Stuff" https://t.co/2qTuBwuuv6 #graphicsprogramming — Render Hub (@render_hub) August 31, 2018 Bakery (my GPU lightmapper) is finally released! 🎉🎉🎉https://t.co/laUYUtOrnc #gamedev #indiedev pic.twitter.com/hmCBTkBxwZ — Mr F (@guycalledfrank) August 2, 2018 "Large Scale Ambient Occlusion: Introduction", the technique used to bake AO in Homefront: The Revolution https://t.co/4SuNthH4RX — Kostas Anagnostou (@KostasAAA) September 1, 2018 Looking Through Water #unity3d #gamedev #tutorial: https://t.co/AGvQ9kQyFw pic.twitter.com/m7LK7w9kKf — Jasper Flick (@catlikecoding) August 31, 2018 My #SIGGRAPH2018 talk for reconstructing 1spp/pixel ray traced images is online. It introduces the denoisers used in many real-time ray tracing demos released this year including Star Wars, Porsche Speed of Light, SOL and a few others. #graphicsreinventedhttps://t.co/3aCWWl528o pic.twitter.com/vktmjT35lk — edliu1105 (@edliu1105) […]