- the author presents considerations for designing conversations explained with the example of RGBE encoding
- discusses quantization, round trip error, and precision maximization
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- the article explains how to deal with pixel coordinates correctly
- shows why pixel center coordinates are at half-offsets
- additionally shows how to integrate this into a ray-tracer correctly
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- an online summit with talks about ray tracing topics
- covers topic such as ray tracing API, usages in games and developments for mobile
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- program for talks that will be presented as part of high-performance graphics 2020
- lectures will be streamed for registered attendees and recordings will be released after the conference
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- the article provides an overview of an algorithm for GPU based rendering of 2D vector graphics
- presents a performance comparison against other existing solutions
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- the talk from Unit presents techniques required for best results with Unity High definition rendering pipeline
- shows how to light a scene following photography theory
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- the article presents how a CSG Operation implementation based around point clouds has been designed for GPU architectures
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- the Unity tutorial shows how to dynamically generate light blocker textures to simulate clouds and tree shadows
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- the collection of talks for the field of neural rendering methods
- starting with an overview of the area, covering semantic photosynthesis, novel view synthesis
- closing with a look at the state of the art
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- the two-part article series shows the difference between Bump-maps, Normal-maps, Displacement and Vector Displacement
- presents an in-depth overview of the different techniques and compares the strengths and weakness with a visual presentation of the results
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- the notebook shows how to interpolate gradients in a perceptually smooth way using Catmull Rom splines
- the website allows experimentation with results in several color spaces
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- Vulkan talks that cover the Vulkan sample framework, load/store operations, sub-passes, pipeline barriers
- Roblox presents how to they manage command buffers, descriptors, render passes and pipeline state
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- the author presents his implementation of a UI element system that allows arbitrary object scaling in a single draw call
- the technique does not support texturing and requires offline pre-processing
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- the UE4 tutorial is a primer on how to build distance field shapes and use raymarching from volume texture to render them
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- path 3 of path tracing shows how to extend the materials to support fresnel as well as reflection and absorption for rough materials
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Thanks to Giuseppe Modarelli for support of this series.
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