- the article provides a central place for matrix understanding for computer graphics
- explains storage and multiplication order, how they are expressed in HLSL and GLSL
- explains coordinate system handedness, what the left-hand/right-hand rules are
- additionally presents some questions that help to detect conventions used if applications did not document their choices
- the blog post shows different sampling strategies
- presents the patterns along 1D lines, 2D squares as well as 2D circles
- the tutorial explains how to apply color modifications in shaders
- shows how to modify luminance, saturation, brightness, or contrast
- implementation is provided using Unity shaders
- the long Video explains detailed how to render a Stylized grass
- covers the art creation, shader logic, performance considerations
- additionally covers how to apply movement, occlude parts if intersecting with the camera, LOD setup, and much more
- the paper proposes a new solution to accelerate AABB when used as BVH for objects that are thin and diagonal
- the solution presented embeds a binary voxel data structure for each node and showed how to use these to reduce false positives
- additionally presents how to use a LUT to compress the voxel data
- the paper introduces a new rejection method based on the PDF shape similarity between pixels for single-bounce ReSTIR
- this helps to reduce spatial resampling across shadow edges and material boundaries
- the article presents an overview of ReSTIR/ReGIR, explaining similarities and differences between the techniques
- shows how to set up reservoirs to allow spatial path reuse
- the article presents the difference between Object Normals, Tangent Normals as well as World Normals
Thanks to Max R.R. Collada for support of this series.
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