Rendering in Camera Space(ish) [wayback-archive]
- shows effects of floating point precision loss far away from the origin
- transforms rendering to be relative to the camera position in the world instead of the origin of the world
- this makes rendering precision independent from the position in the world
Vertex Formats Part 1: Compression [wayback-archive]
- overview of pros/cons for 16 bit position encoding formats
- considerations for UVs
- storing normals with QTangents encoding
Vertex Formats Part 2: Fetch vs Pull [wayback-archive]
- description of pull and fetch model
- extra flexibility when using the fetch model
- performance implications on different hardware architectures
A level of detail method for blocky voxels [wayback-archive]
- small overview of Progressively Ordered Primitive (POP) buffer
- a way to encode LODs for models
- how to deal with LOD transition boundaries
Screen-filling Rasterization using Screen-aligned Quads and Triangles [wayback-archive]
- comparison of 3 techniques (quad, triangle, nvidia fill_rectangle extension)
- explanation of the problems with the quad approach
- why the triangle or extension approach should be preferred
Bringing Vulkan to Apple’s Platforms: Khronos Group Announces Open Source MoltenVK 1.0 & SDKs [wayback-archive]
- MoltenVK is open source, collaboration with valve
- a library for translating Vulkan to Apple’s Metal
- DOTA 2 is using this layer to run on macOS
- open source implementation of vulkan using metal on iOS and macOS
Conservative rasterization in Vulkan [wayback-archive]
- example how to use conservative rasterization extension with vulkan
- shows results for a triangle render with/without the extension
Deconstructing the water effect in Super Mario Sunshine [wayback-archive]
- how the water effect was implemented in the fixed function hardware of the GameCube
- based on scrolling textures
- each mip level is manually created to approximate separate effects based on camera distance
Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces [wayback-archive]
- model to simulate microscopic scratches on metal
- for spherical and polygonal light sources
Implicit Surface Modeling [wayback-archive]
- explanation of implicit surfaces using signed distance fields
- how to apply operators to combine multiple shapes
- how to use the techniques with the C# - geometry3Sharp library
Depth of Field - Unity Tutorial [wayback-archive]
- in-depth tutorial
- explanation of what depth of field is
- different bokeh effects
- simulating camera focus, separating background and foreground objects
Unreal Engine 4 Cel Shading Tutorial [wayback-archive]
- cel shading uses multiple bands of color instead of a continuous gradient
- effect based on the lighting information in a post processing shader
- using a lookup table to control the amount of bands
- new and more flexible API, not backwards compatible
- reduced memory usage