- A tutorial that shows a practical walkthrough on how to implement a path tracer in shadertoy
- focuses on the generation of renderings instead of physical correctness
- the articles present how the VRS (Variable Rate Shading) implementation was approached
- offers performance and quality considerations
- shows how the shading rate was adjusted dynamically
- This Unity tutorial explains how to implement a Civilization VI style fog of war system
- shows how to render the hex grid, use a compute shader to generate visibility masks and combine all parts for the final result
- the articles describe the design of the new geometry (import) pipeline of the Magnum engine
- the new design focuses on the reduction of load time and extra flexibility to handle any GPU understood format
- A global illumination system developed by Activision
- the system is based on a static light baking approach with runtime support for dynamically changing lights and geometry
- the articles presents different approaches on how to implement a ring progression effect
- compares rendering quality, anti-aliasing, performance, and setup work for each method
- proves Unity source code for all presented solutions
- authors notes on the Survey of Temporal Antialiasing Techniques talk from the Eurographics 2020 virtual conference
- discussing TAA, how it works, how different implementations compare, weaknesses and possible future improvements
- the next part in a Unity tutorial series on the scriptable render pipeline
- this part adds support for point lights, Spot Lights, static light baking and per-object lights
- the article explains how the GPU based picking system in “Our Machinery” has been implemented
- presented solution writes a small UAV from the pixel shader to record the closes picked object
- shows how to make sure that the closes object is atomically returned
- the article shows how the portal rendering effect in The Witcher 3 has been implemented
- shows the Reverse engineered HLSL shader implementation
- a GI algorithm based around tracing Virtual point lights (VPLs), converting clusters of VPLs into probability distributions and storing these into hierarchical trees
Thanks to Dominik Lazarek for support of this series.
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