- the extensive article provides an overview explaining BRDFs
- shows the derivation of many standard models used in rasterization and ray tracing applications
- explains the different terms and offers many sources for even more information
- source code is also provided
- videos and slides from SIGGRAPH 2020 presentations by Naughty Dog
- low-level optimizations, volumetric effects, the technical art, and lighting technology of the Last of Us Part 2
- the blog post presents an overview of improvements of Synchronization2
- presents a path to upgrading to the new extension
- using an incremental approach and relying on a new layer that translates Synchronization2 API calls to Synchronization1 (if required)
- the article presents an overview of Vulkan timeline semaphores
- presents the problems with VkSemaphore
- shows what new uses cases timeline semaphores enable
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- the paper presents an incremental approach for the traversal OpenVDB frustum grids
- explains the difference between frustum grids and uniform grids
- shows how to deal with the non-linearity of frustums
- the video provides a high-level overview of differential rendering papers
- presents papers that can generate material graphics from reference photos
- video comparison of DLSS 2.0 against a native 4k rendering
- presents visual quality differences
- additionally offers why Mip biasing is required when rendering at sub-resolutions
- the post presents an overview of what gradients are, what they are used for
- presents standard methods with cons and pros for each
- additionally offers a look at the Frequency analysis of differences
- the tutorial shows how to implement FXAA into a Unity custom scriptable render pipeline
- explains the different components that define FXAA
- presents the effects of controllable settings and how they affect visual quality and performance
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