- the video shows how to sample texture lighting information stored in environment maps using importance sampling
- shows the underlying math for the different contributing elements
- also presents how to implement the technique using GSN Composer
- the article presents the basic steps for a toon shading implementation
- provides an overview of the different toon shading techniques
- covers toon ramps, cel-shading, lighting, and extensions such as shading ramps
- The paper presents a combination of Resampled Importance Sampling (RIS) and Projected Solid Angle Sampling (ProjLTC) for many area lights.
- provides a method of improving the efficiency run-time as RIS with a lower error
- shows the comparison between previous methods
- the paper introduces a new approach to perform acceleration structure traversal and intersection tests against micro triangles texture space
- implementation is using nonlinear rays as degree-2 rational functions
- present performance and memory usage
- additionally discusses the effect of floating point precision
- the blog describes how to compress the Gaussian splat SH data by using clusters and color palettes
- shows the effect on memory usage as well as quality
- the article provides an in-depth discussion about how WebGPU is implemented within Chrome
- shows how the different implementation layers communicate
- presents a look at bugs found during the research process and possible attack surfaces
- the blog post describes the importance of considering the total runtime when calculating performance characteristics
- discusses how failing to do so can skew the results towards a more positive conclusion
- the article provides a brief overview of the FSR algorithm implementation
- discusses how the frame generation interacts with the underlying native APIs as well as the state of the UE5 plugin integration
Thanks to Panagiotis Tsiapkolis for support of this series.
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