- the paper presents a method that allows existing non-differentiable rasterizers to be made differentiable
- explains the underlying technique and how to derive per-pixel stochastic gradient estimation
- shows how to use the concepts to implement a 3D assets optimization system
- the article introduces a specialization for the isotropic distribution of visible normals for GGX-Smith
- discusses the limitations and implementation
- source-code for HLSL and GLSL is provided
- a collection of summaries about color science aimed at computer graphics artists
- provides a summary of the physics of color, the human vision, as well as the representation in computer graphics
- additionally discusses color transformation onto displays
- the paper introduces an object space shading method based on per-half-edge texturing (Htex)
- presents a comparison against existing and shows how a Htex based method helps to reduce texturing seams
- implementation of ReSTIR GI in object space using Unity is provided
- the video explains how to use OpenGL tessellation shaders to implement a dynamic level of detail for mesh based terrain system
- explains how to setup the data for usage with the shaders
- presents the shader and C++ code implementation required
- the video presents techniques to represent light shafts
- explains an overview of two existing approaches
- present an approximation technique that uses 2D planes combined with shadow map sampling and temporal filtering
Thanks to Joakim Dahl for support of this series.
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