- the video provides an overview of the FSR3 frame generation
- presents the state of FSR related to frame pacing with Vsync and variable refresh rates
- additionally presents the effect on latency and compares against DLSS
- the paper presents a method to incrementally construct a LOD structure for point clouds directly on the GPU and render points as they are still being loaded
- shows how the tree is built, the interaction between CPU and GPU, as well as a look at the performance
- the paper introduces a new method to render Spherical harmonics glyphs efficiently
- SH glyphs are used to visualize High angular resolution diffusion imaging (HARDI)
- presents how to intersect the rays, calculate bounding boxes, as well as how to apply shadows
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- the website presents a collection of USDs and glTF information
- collection of introduction articles, specification links, as well as supporting tools
- the paper introduces the concept of micro grains to approximate layered materials
- allows the separation of structural properties from their reflectance properties
- present results, underlying theory, and approximations
- the in-depth article discusses noise generation
- presents a generation approach based on generating in the frequency domain
- source code and example app is provided
- the blog post discusses issues encountered when moving AnKi object visibility onto the GPU
- covers data layout, the command buffer building, as the occlusion techniques used
- This article explains in detail how to render 4D objects in 3D space
- shows orthographic projection, perspective projection and cross-section techniques to visualize 4D objects
- many visualizations and code examples are provided
- the article discusses Parallax-corrected cube maps and their related approximations
- discusses issues and limitations of the technique
- the article introduces that the Desmos calculator now supports 3D visualizations
- contains interactive examples to demonstrate the capabilities
- the blog post provides a summary of common spaces found in graphics operations
- covers texture, screen, object, world view as well as Projection Space
Thanks to Jasper Bekkers for support of this series.
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