- the article describes a setup to use a software rasterizer to create winter decorations for tiny projectors to make Christmas decorations
- happy christmas :)

- the post presents the importance of testing images that allow the testing of a renderer
- discusses the different kinds of test images, how to gather them and compare if they remain unchanged
- presents heuristics to judge if changes that introduce image changes are valid or problematic

- the article discusses sources of nondeterministic rendering in PBRT-3
- presents how the renderer was made deterministic
- additionally presents what advantages and debugging abilities determinism enables

- the article presents the release of the kajiya experimental renderer written in Rust
- discusses the design and implementation choices, targetting the Vulkan API and Rust for shader authoring
- additionally presents a look at the future direction of the project

- The shader video tutorial shows how to create a shader that projects textures from the top, front, and side (Triplanar projection) without UV coordinates
- implementation is shown in both Unity and Unreal visual shader authoring system

- the article presents how to use barycentric coordinates to improve triplanar projections
- done by blending between smoothed and flat normals
- presents how to use virtual triangles to generate barycentric coordinates for terrains if not available on the target system

[video] Digital Foundry's Best Game Graphics of 2021 - PC, Xbox, PlayStation - Another Amazing Year!
- video discussing the best graphical releases of the year
- presenting the most prominent innovations of the year, showing how the expectations of next-generation have evolved
- additionally discussing oddities of the year

- the article discusses why Vulkan drivers expose a single heap with multiple memory types
- explains how resource compatibility should be handled in resource allocation

- the post describes the differences between the new WebGPU Shading language and GLSL
- shows the explicit nature of the language
- highlighting the difficulty in translating between the languages

Thanks to Jasper Bekkers for support of this series.
Would you like to see your name here too? Become a Patreon of this series.