- The article presents how important reflectivity of Black skin is for believable results
- it shows how to adjust textures and the Unity PBR shaders (specular workflow) to decouple specular color from the glossiness
- the talk from Digital Dragons looks at open questions in rendering
- walkthrough of the various assumptions and approximations and raises the question of the most significant source of error in modern rendering pipeline?
- presenting a look at the higher-level view at how are rendering and production pipeline might evolve
- discussing tradeoffs and how a more holistic view of rendering might lead to more productivity and better results
- the talk provides an overview of Roblox and how the philosophy creates an environment with very different technical challenges
- a tech that favors scalable over optimal and how it’s been able to evolve existing data to take advantage of new device abilities
- provides an overview of the engine architecture and a walkthrough of a large number of rendering systems (clustering, lighting, shading)
- part of tutorial series about the Unity scriptable rendering pipeline (SRP)
- covers how to support soft and distortion particles
- determining depth for orthographic and perspective projections
- presentation shows the in-progress state of the new Frostbite hair rendering system in the context of FIFA
- covering both the strand simulation and rendering
- rendering is done using a custom line rasterize, order-independent transparency, and strand space shading (texture space shading)
- the articles discusses how the voxel rendering in teardown uses an 8-bit color palette for voxel materials and still allows coloring
- this is archived by precalculating multiple color variations for each material
- if not enough slots are available similar materials will be merged
- the Bachelor thesis introduces Linearly Transformed Spherical Harmonics
- A technique for computing specular shading from to polygonal area lights
- compares the method against linearly transformed cosines, and it’s able to produce higher quality results
- the article explains a different kind of memory that exists
- how AMDs Smart Access Memory fits into the picture
- additionally covers considering of performance when using a device or host-local memory
- the article presents how the effect was implemented that allows objects to be colorized/silhouetted to make them pop out of the scene
- this is implemented by rendering AABB with per-object depth into a separate render target, marking tagged objects via stencil
- and using post-processing to apply the outline effect
- video recording of the talk covered in week 154
- the presentation explains how the raytracing for shadows has been implemented into Call of Duty
- covering acceleration structure separation, performance, denoising implementation, and supporting multiple local area lights
Thanks to Peter Kohaut for support of this series.
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