- a brief summary video of the “Monte Carlo Geometry Processing: A Grid-Free Approach to PDE-Based Methods on Volumetric Domains” paper
- presents how this paper connects to light transport and provides an overview of 6 examples and a look at implementations of the technique
- the paper presents an importance sampling method that is based on wrap functions that approximate a single factor
- introduces how to use the technique with several existing techniques including projected solid angle sampling, glossy BSFDs, and others
- an additional explanation for the previously discussed paper containing the implementation for a rectangular area light
- the article provides an overview of the WebGPU API and shows the steps necessary to render a textured, spinning cube
- the great in-depth article explains the concepts of light with many interactive examples
- illustrates the connection between the different units, explains connected concepts such as solid-angle
- additionally explains the relationship between reflections, shadows, and color
- the paper presents a new technique that combines techniques caustics and glint into a single framework
- the presented technique combines deterministic root finding and stochastic sampling
- the paper presents a neural network upsampling technique that is aimed at 16x upsampling for real-time rendering
- the neural network takes advantage of additional information such as depth values and motion vectors
- list of computer graphics conferences, dates and links to the stream as they are all virtual this year
- Unity tutorial that shows how to implement realtime shadows for point and spotlights using a custom scriptable render pipeline
- the paper presents a taxonomy of the lobes that are composed to create a BSDF
- gives a hierarchical breakdown of the different models with examples for the different branches
- the article presents how to efficiently implement render-to-texture techniques using UE4
- compares the implementation using Slate and Canvas and shows why a slate based implementation is a lot quicker
- the articles show what screenspace shadows can add to the scene, provide an example of implementation, and show how noise can reduce banding
- the article shows how to derive the intersection between a ray and a plane
Thanks to Aras Pranckevičius for support of this series.
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