- the paper presents a Geometric glint anti-aliasing method that is compatible with LEAN mapping
- this is archived by using mipmapping on the tabulated slope distribution function (SDF) of the microfacet BRDF
- a slope correlation coefficient is additionally introduced to make it compatible with normal mapping
![](/img/posts/graphics-programming-weekly-175/glint_filtering.png)
- the article provides an overview of the first steps required to implement screen space reflection into an OpenGL based renderer
- shows what artifacts can be expected and what the author tried to improve but didn’t work out
![](/img/posts/graphics-programming-weekly-175/ssr.png)
Deep Silver Dambuster Studios is looking for a Rendering Programmer to join our Engineering Department to work on our high-end graphics pipeline.
You will be contributing towards the development of the upcoming AAA title, Dead Island, using Unreal engine.
For this role, we are looking for a regular level programmer (two years’ experience) or a very strong graduate with relevant qualifications and interests.
Experience with DXR and compute are a must, as you will be heavily involved in raising our visual bar on high-end platforms using the latest rendering technologies.
![](/img/jobs/Dambuster_logo_4.jpg)
- the article provides an introduction to Compressive Sensing
- presents the basis of the underlying theory that allows the reconstruction from a limited set of data point
- explains the fundamentals of the frequency domain
![](/img/posts/graphics-programming-weekly-175/image_reconstruction.png)
- the article describes provides a brief overview of AutoHDR
- the feature allows SDR games to be transformed to HDR transparently to the underlying game
- additionally shows how to enable a split-screen feature that will render the game with SDR one half and HDR for the other
![](/img/posts/graphics-programming-weekly-175/auto_hdr_heatmap.png)
- the video tutorial shows how to change grass to cast shadows using Unity
- this presents how to generate double-sided grass geometry and output depth in the shadow pass
![](/img/posts/graphics-programming-weekly-175/shadow_casting_grass.png)
- the blog post describes how blue noise can help to improve converge of ray tracing results
- explains how to transform white noise into blue noise using a compute shader (code provided)
- presents the limitations of the presented solution
![](/img/posts/graphics-programming-weekly-175/blue_noise_capture.png)
- the tutorial aimed at Unity beginners explained how shaders are set up and structured
- additionally provides a brief look at visual shader creation experience in Unity and Unreal Engine
![](/img/posts/graphics-programming-weekly-175/SQ_Part_4.png)
- the article series provides information about the role of color in data visualization
- shows what kind of scales exits, how different colors should be used and how the way data is presented provides a further understanding of the underlying data
- covers color scales, qualitative, quantitative, sequential, diverging as well as classed and unclassed scales
![](/img/posts/graphics-programming-weekly-175/data_visualization.png)
- the article presents how soft shading for foliage was implemented
- using a combination of spherical normal generation and gradient remapping
- additionally covers how to add wind to the tree
![](/img/posts/graphics-programming-weekly-175/soft_shading_foliage.png)
- the paper presents a novel approach to screen space ambient occlusion that accounts for occluded geometry through the use of a stochastic depth map
- Stochastic-Depth map is created through a global random that will discard pixels based on a tweakable cutoff value and store the results into separate samples per pixel
![](/img/posts/graphics-programming-weekly-175/sd_hbao.png)
Thanks to Stephen Hill for support of this series.
Would you like to see your name here too? Become a Patreon of this series.