- the article presents how to accurately calculate the average of a set of quaternions
- shows issues with a common method, why these errors happen, and how to improve it
- visually shows the improved method
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- ACM has released the video recording for the SIGGRAPH 2023 courses
- a large number of topics such as USD, WebGPU, Vulkan raytracing, and many more
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- ACM released the video recording of the Siggraph course on the introduction to ReSTIR
- the full ~3h30 video is available for streaming & download
- covering from the basics to practical integration into Cyberpunk
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Phaser Studio is looking for a focused, collaborative, professional graphics engineer to help craft the 2D rendering engine for the current and next generation of the Phaser game framework.
You’ll be a bright, energetic, and talented individual who shares our love of video games and our passion for empowering game developers to make the most of the web as a gaming platform.
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- the Digitial Foundry interview with a Technical Director and Lead Graphics Programmer from the Alan Wake 2 team
- discusses engine changes, mesh shader usage, ray tracing design, memory optimizations, etc.
- the full interview is ~50 minutes long
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- the video tutorial presents several use cases that vertex offset enables
- shows how to implement the techniques in Unity and Unreal Engine
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- the article presents an overview of recent advances in light transport and compute graphics algorithms
- shows noise reduction techniques, screen space-based GI techniques as well as displacement mapping with continuous LODs
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Wir sind Threedy, ein dynamisches Startup, das als Ausgründung vom Fraunhofer-Institut für Graphische Datenverarbeitung IGD in Darmstadt im Jahr 2020 entstanden.
Threedy entwickelt und vertreibt instant3Dhub - die erste Visual-Computing-as-a-Service-Technologie. Sie ermöglicht den produktiven Einsatz von Mixed Reality und digitalen Arbeitsszenarien in beliebigen Industrieanwendungen auf einfache und unkomplizierte Weise.
Als Unreal Developer wirst du an der Entwicklung unseres verteilten Rendering-Systems teilhaben und an der Integration unserer Technologie mit der Unreal Engine arbeiten.
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- the paper presents a method to estimate HDR EnvironmentMap (Chrome Ball) from a single input image
- shows how the LDR diffusion model was trained, what insights enable better estimation as well as how to generate HDR sphere
- source code and example implementation are available
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Thanks to Adalberto Bruno for support of this series.
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