- the article presents an overview of the Nanite Rendering pipeline using RenderDoc
- shows how meshes are rasterized with adaptive cluster LODs
- pipeline is based around visibility buffers, presents how materials are handled and integrated into the GBuffer
- presents how a material depth buffer is used to speed up the material shading step
- the paper presents an improved normalization for the Smith–GGX BRDF visible normal distribution function (VNDF)
- previous methods cause brightening bias because of the mismatch between shading normals and geometry normals
- the video tutorial shows how to implement the MIP selection algorithm using shader code
- shows the effect of texture bias and presents possible use cases
- the paper presents a new algorithm for the semi-regular quadrangulation of arbitrary input surfaces
- focuses on ensuring that all feature-lines are represented as patch boundaries
- the article presents a proof of concept stage technique to render grass using a screen-space ray-tracing based technique
- shows how the entities are derived during the shading step from tracing into a grass area
- introductory Siggraph class about ray tracing
- including an opening interview with Peter Shirley
- overview of rendering equation and 2d shadertoy implementation
- the article presents triangle grids
- discussing what a triangle grid is, why to use them and how to use it
Thanks to Graham Wihlidal for support of this series.
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