- the article presents the noise issues encountered when rendering out animated camera tracks
- shows result comparisons between different sample counts and supersampling
- presents how the noise issue was solved by projecting static rendering onto proxy geometry
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- the video shows a visualization of reflection and refraction vectors
- shows how to combine reflection and refraction into a single effect
- presents how to use these vectors for effects within Unity and UE4
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- the article presents the overview of a small and simple lossless image compression
- benchmark against libpng and stbi are available here: benchmark
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- the article presents an overview of fp16 (16-bit floating-point data types)
- shows what range and precision is available
- discusses 7 tricks to keep in mind when working with fp16 numbers in shaders
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- the paper presents a new approach that decouples displacement from the tessellation of the base mesh
- a displacement-specific acceleration structure is mapped onto the mesh, and tesselation factors are encoded seperate
- the BVH for the displaced geometry is computed instead of loaded from memory
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- provides a rundown of the different stages of a WIP experiment combing surfels and ReSTIR for rendering
- shows images of the different passes, what they contribute and how they form the final result
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- the article presents a look at the RDNA2 assembly generated from a simple pixel shader that outputs a color from a constant buffer
- compares D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, D3D12_ROOT_PARAMETER_TYPE_CBV, D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS
- presents pros/cons of each technique
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- the article presents a starting point for developing unit tests for rendering algorithms
- shows the importance of small test cases
- additionally presents two real examples from pbrt-v4 and how unit tests helped to solve them
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Thanks to Unai Landa for support of this series.
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