- the article shows what needs to be considered when baking normal maps for use with separate applications
- it shows what kind of different conventions exists, what common artifacts look like and how to verify that the content pipeline is correct
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- the article shows a connection between “2D cross product”, Complex Numbers and 2D rotation matrices
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- the tweet shows an alternative formulation for a normal transformation matrix (required when non-uniform scaling is allowed)
- the technique uses less memory but more ALU
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- the Unity shader breakdown explains how to dissolve a mesh using a combination of noise and height based effect
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- Siggraph presentation showcasing a shadow system that enables thousands of shadowed-lights in large environments
- uses a fixed size shadow map pool, each light allocates it’s the target size
- splits dynamic and static shadows, using conservative filtering for the highly sparse dynamic shadows
- presents several techniques for compression, filtering and an overview of performance
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- the article presents an overview of the Wave Function Collapse algorithm
- a tile-based algorithm for the generation of procedural structures
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- the article presents a comparison between techniques to solve the harsh shadow terminator problem
- offers comparison images in different situations and with and without normal mapping
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- the article shows a breakdown on how to approximate subsurface scattering from a point light using Spherical Gaussians
- presents why spherical harmonics are not a good fit to approximate point lights
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Thanks to Steven Cannavan for support of this series.
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