- the article presents how to inverse the CDF of the Disney SSS
- a list of open-source ray and path tracers
- the comment sections contain some additional ones
- collection of games that have been selected by Nvidia as excellent showcases for the use of RTX raytracing
- the first part of the video series that will explain the basics of ray-tracing
- covers basic of ray-tracing with the diffuse lighting model
- the recording of a talk presents an overview of the architecture of the Mitsuba 2 renderer
- a set of problems and how Mitsuba can help in solving them
- the unity tutorial provides a brief overview of the specular workflow compared with the metalness workflow
- this is covered with a toon shading model
- focuses on the art authoring aspect, less on the shader aspects
- the article shows a UV sphere, icosphere and proposes the octasphere
- an alternative way to generate a sphere surface
- shows how to create a sphere and additional extend the method for other surfaces
- the article presents transformations around an arbitrary axis and points
- follow by a discussion of non-affine transformations (parallel lines are not preserved, such as perspective projection)
- video review by Digital Foundry of the games released in 2019s
- talking about the technology used in different games, not just covering AAA games
- the video tutorial shows how to write a ray marcher in a unity pixel shader
- the article presents how to integrate FidelityFX Contrast Adaptive Sharpening (CAS) compute post-processing filter into an engine
- the architecture is designed to make integration into a custom engine relatively simple
- the article shows how to use a vertex shader to animate the vertices for a lightsaber effect
Thanks to Keith O’Conor for support of this series.
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