- the author presents considerations for designing conversations explained with the example of RGBE encoding
- discusses quantization, round trip error, and precision maximization
![](/img/posts/graphics-programming-weekly-136/CCIR709.png)
- 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
![](/img/posts/graphics-programming-weekly-136/round_vs_floor.png)
- an online summit with talks about ray tracing topics
- covers topic such as ray tracing API, usages in games and developments for mobile
![](/img/posts/graphics-programming-weekly-136/rt_summit_logo.png)
- 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
![](/img/posts/graphics-programming-weekly-136/hpg_2020_logo.png)
- the article provides an overview of an algorithm for GPU based rendering of 2D vector graphics
- presents a performance comparison against other existing solutions
![](/img/posts/graphics-programming-weekly-136/sorta_block_diagram.png)
- 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
![](/img/posts/graphics-programming-weekly-136/hdrp_volumetrics.png)
- the article presents how a CSG Operation implementation based around point clouds has been designed for GPU architectures
![](/img/posts/graphics-programming-weekly-136/csg_low_sample.png)
- the Unity tutorial shows how to dynamically generate light blocker textures to simulate clouds and tree shadows
![](/img/posts/graphics-programming-weekly-136/light_cookie.png)
- 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
![](/img/posts/graphics-programming-weekly-136/neural_rendering.png)
- 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
![](/img/posts/graphics-programming-weekly-136/02_02_GI_v002.jpg)
- 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
![](/img/posts/graphics-programming-weekly-136/gradient.png)
- 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
![](/img/posts/graphics-programming-weekly-136/vulkan_roblox.png)
- 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
![](/img/posts/graphics-programming-weekly-136/box_ui.png)
- the UE4 tutorial is a primer on how to build distance field shapes and use raymarching from volume texture to render them
![](/img/posts/graphics-programming-weekly-136/diamond.png)
- path 3 of path tracing shows how to extend the materials to support fresnel as well as reflection and absorption for rough materials
![](/img/posts/graphics-programming-weekly-136/pt3j.png)
Thanks to Giuseppe Modarelli for support of this series.
Would you like to see your name here too? Become a Patreon of this series.