- the paper proposes an expansion of Horizon-based indirect illumination by using visibility bitmasks instead of horizon angles
- stores (occluded / un-occluded) of N sectors uniformly distributed around the hemisphere slice instead
- meant to improve results for thin surfaces
- the post provides a walkthrough of how to implement raymarching for volumetric clouds
- provides an implementation using shadertoy
- additionally discusses further issues and further steps
- the short tutorial shows how to recreate photoshop blend modes using GLSL shader code
- contains a link to a GLSL implementation of additional blend mode implementations
- the article presents how to implement a software triangle rasterizer
- discusses how to evaluate if pixels are inside a triangle
- covers how to deal with edge cases, how to improve constant precision through the use of a fixed-point number representation
- additionally presents performance optimizations
- the tutorial explains the basics of compute shader usage with Vulkan by implementing a compute-shader-based particle system
- shows how to load compute shaders, bind resources and interact with graphics resources
- additionally covers how the hardware executes compute shaders by explaining concepts such as workgroups and invocations
- a collection of tech art tweets covering topics such as procedural modeling, volumetric motion blur, skin shader, VFX and visual shader WIP reports
- the video tutorial explains how to apply textures to a terrain system
- provides a recap of texture mapping techniques and how to apply textures based on the height of the terrain
- expands upon the techniques to tile texture across the terrain
- additionally shows how to use mipmapping and how it improves the quality of the results
Thanks to Wiktor Czosnowski for support of this series.
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