- in-depth article that provides an overview of subsurface scattering techniques used for games
- presents the most common techniques found in games, Texture-Space Diffusion, Screen-Space Subsurface Scattering, and Pre-integrated Subsurface Scattering
![](/img/posts/graphics-programming-weekly-101/rad_faces.jpg)
- the author provides an overview of problems that are encountered and make text rendering system very complex
- overview of terminology, overlapping glyphs, antialiasing, styling end emojis
![](/img/posts/graphics-programming-weekly-101/firefox-color-ligatures.png)
- presents a model to simulate erosion and transport simulation for sand due to wind
- the simulation can generate a large number of different dune types
![](/img/posts/graphics-programming-weekly-101/deserts_representative.jpg)
- the paper proposes the addition of a Traversal Shader stage to the DXR model
- this shader stage allows the programmable selection of acceleration structures
- presented use cases are stochastic LOD selection, choice of LOD levels based on ray type and improved multi-level instancing performance
![](/img/posts/graphics-programming-weekly-101/lod.jpg)
- the article shows how to use 16-bit floating-point types on PC hardware
- differences in handling between APIs and shader compilers
- only modern hardware supports native 16-bit instructions on PC
![](/img/posts/graphics-programming-weekly-101/fp16.png)
- the article describes the characteristics of Fractional Brownian Motion
- commonly used for the procedural modeling of nature
![](/img/posts/graphics-programming-weekly-101/gfx00.jpg)
- the article shows the precalculations steps that enable PBR rendering on mobile devices
- irradiance map from the environment, BRDF lookup table for Cook-Torrance model and prefiltered reflections map
![](/img/posts/graphics-programming-weekly-101/brdf_lut_with_labels.png)
Thanks to Sean McAllister for support of this series.
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