Game graphics pickups 2018/11 Part2
"Reverse engineering the rendering of The Witcher 3, part 6 – sharpen" https://t.co/gXYqiwubdY #graphicsprogramming — Render Hub (@render_hub) November 13, 2018 Take a look at @ue4arch impressive demoreel – https://t.co/6AMDUiTl8d#archviz #interiordesign #MadeWithSubstance — Substance by Adobe (@Substance3D) November 10, 2018 The Moana cloud volume path tracer now supports single scattering (via delta tracking) with MIS for light/phase sampling (but only sampling the sky with uniform phase so it cancels itself out for now). Next up when I find the time: phase, sun light and multiple scattering 🙂 pic.twitter.com/3dlo58fGM0 — Sébastien (@SebHillaire) November 17, 2018 Direct3D 12 render passes https://t.co/abUpXeyfB1 — Kostas Anagnostou (@KostasAAA) November 17, 2018 Real-time fluid simulation in […]
Game graphics pickups 2018/9 Part1
I have written a short blog post about helper functions to pack integer and float value together for GBuffer compression: https://t.co/t6EJ7X1vWV — Sébastien Lagarde (@SebLagarde) September 2, 2018 New blog post documenting the latest batch of hybrid raytraced shadow performance improvements. With them, HRT shadows cost in Sponza dropped from ~16ms to ~0.8ms. Full res shadows now cost ~2.5ms (GTX 970).https://t.co/71colpixO8 pic.twitter.com/N37heZYBMZ — Kostas Anagnostou (@KostasAAA) September 4, 2018 I just finished a Ray Tracing Resources Page to augment our new free chapter: https://t.co/kiEvSCL1Cq – please do point out any great resources I'm missing. — Eric Haines (@pointinpolygon) September 3, 2018 After a mere two months(!) of research and writing, […]