- the blog post announces USD integration into the AMD RenderStudio
- presents how the system allows real-time collaboration between different authoring tools (Maya, Blender, Houdini, RenderStudio)
- additionally also supports MaterialX into the renderers
- the presentation provides an overview of bitmasks and their uses in rendering
- It covers many applications for the technique (rasterization, font rendering, culling, global illumination, raytracing, etc.)
- explores the properties and how they are a fantastic fit for GPU programmability and machine learning
- the video provides an excellent and detailed overview of the dot product
- shows how the product is defined in algebraic notation as well as geometric interpretation
- explains relationships and properties with visual explanations
- additionally provides practical examples of how to use the different properties and operations introduced in the video
- the article presents the issues when creating a color gradient from sRGB and linear color spaces
- introduces how the OkLab color space is designed to be perceptually linear and allows smoother gradients
- provides code for the color space conversion
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- the video explains how to use a geometry shader to render a wireframe overlay on a mesh using a single pass
- provides the overview of the presented algorithm before showing the OpenGL implementation
- the video provides the story of the author becoming a professional graphics programmer
- discusses the author’s view on the path into the industry for graphics programmers, technical artists, as well as general shader artists
- shows the importance of self-learning, portfolio creation, and the lack of intermediate resources
- start of a new shader tutorial series covering vertex shaders
- starts off with an overview of vertex shaders and how to use them from Unity and Unreal
- the video presents techniques used to optimize terrain rendering
- shows how to compress vertex information to reduce the memory and bandwidth requirements
- additionally shows the importance of LODs for rendering performance
Thanks to Max R.R. Collada for support of this series.
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