- the paper presents a variance reduction technique for ReSTIR aimed at reducing shadow noise
- presents a comparison against existing methods
- discusses side-effects of the technique
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- extended presentation of the I3D paper presentation discussed last week
- the paper presents an investigation into applying texture filtering after shading instead of before shading
- shows comparisons of the approaches and a background into the underlying theory
- presents guidelines on the tradeoffs and when to use different approaches
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- the paper presents a way to reformulate SDS (a path with at least a specular, diffuse, specular bounce) paths into a polynomial system
- explains how to use root finding to solve the paths
- shows the presented solutions for caustics in a unidirectional ray tracer
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- the article series extends the voxel rendering implementation to use path tracing
- discusses and explains the different components of the rendering equation
- additionally presents the effect of importance sampling for reduced convergence time
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- the blog post explains the new DirectSR (Super Resolution) API
- provides a walkthrough of the API and how to integrate it into an existing engine
- provides an overview and discussion of the different exposed parameters
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- the blog post introduces the ongoing work of implementing future HLSL versions directly into Clang
- discusses the expected difference between legacy and future HLSL versions
- additionally shows the first version of DXC compiled with clang and performance improvement
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- the latest version of Renderdoc includes a custom and improved DXIL disassembler
- additionally lists the improvements for SM6.6 feature support
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- the paper presents a new method that aims to improve hair interpolation from a smaller number of guided hairs
- presents the theory and implementation of the technique
- compares against existing solutions in quality and performance
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- the blog post provides a high-level introduction to general relativity
- takes the underlying theory and shows how to convert it into code
- shows a C++ based implementation of the technique
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- the blog post discusses the streaming system implementation in the Wicked Engine
- discusses how the data is provided, loading streaming processed in the background, and finalized for rendering
- additionally discussed techniques to improve streaming information, such as GPU streaming feedback buffers
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- video of the I3D 2023 Paper session on Light Transport
- covers Bounded VNDF Sampling for the Smith–GGX BRDF, ZH3: Quadratic Zonal Harmonics and Interactive Rendering of Caustics using Dimension Reduction for Manifold Next-Event Estimation
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Thanks to Matt Pharr for support of this series.
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