- the short video provides a great visual introduction to distance functions and ray marching
- presents how to express shapes using implicit surfaces
- showing techniques to combine different shapes and animate them
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- the article shows the Grid-Based Reservoirs sampling technique for dynamic lights in participating media
- this enables the temporal reuse of samples among neighboring rays
- shows the different stages of the implementation and how different sampling and noise distributions change the results
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- mesh shader support has been added to Vulkan through VK_EXT_mesh_shader
- the article compares the API against D3D12 and the previous Nvidia extension
- Khronos additionally provides several queryable attributes that developers can use to tune the algorithms for the hardware capabilities and requirements
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- the video starts with a visual overview of rasterization, raytracing, and hybrid rendering techniques
- the talk focuses on how intel hardware is designed to efficiently support raytracing
- contains benchmark comparisons of expected performance compared to an RTX3060
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- the article presents a method to generate Progressive blue noise samples that follow the image content
- shows the implementation in python
- discusses the effects of different parameters and how they can be used for the required results
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- the video presents how to implement two VHS effects, interlacing lines and YIQ color grading, in a post-processing effect
- walkthrough of the effect is provided in both Unreal and Unity
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- the blog presents the idea of using a simple neural network to encode diffuse indirect light for a scene
- discusses the various steps in the experiment
- presents the final results and discusses weaknesses of the approach
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- second year of the spectral rendering Siggraph course
- focusing on the practical aspects of spectral rendering
- shows the limitations of RGB and discusses the advantages of spectral rendering and workflows
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- a collection of tweets about tech art, VFX, and related topics
- showcases of in-progress developments and experiments
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Thanks to Giuseppe Modarelli for support of this series.
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