White Paper: Foveated Rendering [wayback-archive]
- overview of typical VR rendering pipeline
- lens distortion causes pixels towards the edges to be distorted more
- Foveated takes advantage of this and uses a variable quality across the screen
- how to implement it using the opengl multiview extension
Introducing a New Foveation Pipeline for Virtual/Mixed Reality [wayback-archive]
- Foveated rendering
- rendering the scene with more resolution in the center then in the peripheral vision
- Conformal Rendering
- using vertex distortion based on fixation point to better match desired resolution
- Foveated Image Processing
- applying the same ideas to post processing
ADAM: The evolution of Alembic support in Unity [wayback-archive]
- added timeline support
- vertex sharing for constant topology
- vertex interpolation
They are what they wear: Clothing simulation in ADAM [wayback-archive]
- costumes are built in real-life
- scanned using photogrammetry
- using alembic to import cloth simulations into unity
CUTLASS: Fast Linear Algebra in CUDA C++ [wayback-archive]
- use accumulating matrix products
- overview of how the computation is decomposed into a hierarchy of thread block tiles, warp tiles, and thread tiles
Thoughts on light culling for clustered shading [wayback-archive]
- list a few ideas for different culling changes
- Split X and Y visibility as well
- Go beyond 1D visibility for Z
- Use a more flexible primary “sort axis”
- use visible lights to find principal axis dynamically and use that for sorting
- Remove the view dependence entirely
Lazy spectral rendering [wayback-archive]
- a simplification of spectral rendering
Lighting tips & tricks in the ADAM films [wayback-archive]
- light setup (linear, deferred, ACES tone mapping)
- shadows
- cascades are tweaked per shot
- smoke and fire particles
- baked from Houdini into texture atlas + flow maps
Animation Compression Library: Paragon Results [wayback-archive]
- how does it perform on the animation data from the game Paragon