- the video shows the history of light transport techniques and presents how they perform in complex test cases
- leading up to “Specular Manifold Sampling for Rendering High-Frequency Caustics and Glints” and how it makes aims to make state of the art a more accessible
- links to the papers from I3D 2020
- the winners for best-award are “Passthrough+: Real-time Stereoscopic View Synthesis for Mobile Mixed Reality”, “Local Optimization for Robust Signed Distance Field Collision” and “Real-Time Stochastic Lightcuts”
- SIGGRAPH 2020 presentation that provides an overview of Variance-Aware Path Guiding
- paper proposes to treat the problem as an error minimization problem using relMSE ( relative mean squared error )
- shows existing techniques that could be improved from the proposed solution
- the blog post discusses the development of a GPU based grass rendering system
- provides an overview of the approach taken and provides videos for the different stages of implementation
- the video shows the Ray Tracing implementation and uses it to explain the considerations when designing a raytracing solution
- explains the steps raytracing requires and how changes in each step influence the total reflection budget
- breakdown shows how a Stylised Water Shader was implemented in Unity
- the post focuses on the overall look -presents the different layers of the technique and what these contribute to the final look of the water
- the paper presents extensions to the probe based irradiance-field-with-visibility representation
- These extensions include a self-shadow bias, introduction of heuristics to speed transitions, re-use for recursive glossy reflection, probe state machines as well as multiresolution cascaded volumes
- the blog post presents a comparison between the usage of different color spaces on the results of path tracing
- compare Rec709 and ACEScg color space, providing the mathematical approximations for the color conversions required
- the 13ths part of the scriptable render pipeline tutorial explains how to add color grading to the Unity pipeline
- presents several techniques to adjust the visual look of the scene
- shows different color space, how to convert them, and optimize the conversion steps with LUTs
- the article presents a table of HLSL and GLSL compute shader semantics and how they the meanings maps between local and global references
- tutorial explains the new unified AMD interface for the GPU Profiler Memory Visualizer
- shows how to use the different workflows
Thanks to Adalberto Bruno for support of this series.
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