- the post provides insights into ray tracing BVH performance
- shows how splitting BVHs, usage of instances, BVH splitting, and model creation can affect performance
- the effect of deformations on update vs. rebuild
- additionally presents a comparison of iterative and recursive ray tracing
- the article presents how a render graph gets updated to handle exclusive resource ownership between multiple GPU queues
- examples are provided in Vulkan terms
- explain the difference between binary and timeline semaphores
- shows how to integrate swap chain synchronization into such a system
- the video presentation provides a walkthrough of methods to find the real roots of polynomials
- presents an example of how to use the technique for hair rendering to calculate hair strand intersections
- the article discusses a method to detect artifacts in video
- applies the concept to detect banding artifacts and present a visual representation of the artifacts present over time
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- the video tutorial presents how to create a fullscreen post-screen effect that pixelates the screen
- provides a walkthrough of the implementation in Unity and Unreal using visual shader graphs
- a short article that shows an option to apply tone mapping in forward shading without wanting to use a separate fullscreen pass
- discusses the shortcomings of the technique
- the article provides an overview of depth of field effects
- shows the effect of different camera parameters on the visual results
- presents an implementation in Unity shader code
- the video tutorial provides a walkthrough of issues in supporting animated models
- shows how to extend to larger support bone counts, dealing with zero bone influences as well as supporting multiple animations
Thanks to Mike Turitzin for support of this series.
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