- The keynote covers the history of computer graphics research (in algorithms, materials) with a focus on techniques used until today
- discusses a look into the future by presenting techniques of the past that were not successful with current research
- additionally presents how the user base might influence research directions in the future
- the blog post visuall explains floating point quantization techniques
- presenting 32-bit, 16-bit as well as 8-bit floating point formats
- explains the concepts in relationship to LLM models
- the talk recording discusses a method for calculating ambient occlusion using stochastic depth maps to optimize ray-traced AO
- presents a quality comparison with different resolutions and different test cases
- additionally compares against screen space solutions
- a collection of links to SIGGRAPH 2024 resources
- includes courses, talks, posters as well as open source data releases
- the Siggraph presentation presents Frostbites’ shader authoring solution
- shows how it allows extensible component replacement, mixing of different implementations, and automatic interpolation logic
- additionally discusses what worked well, what still needs to be improved
- the blog post announces the release of the geometry for the Call of Duty Warzone map in USD format
- The dataset contains five million meshes, 28 million primitives, and more than one billion point instances
- license allows use for non-commercial, academic use
- the paper presents a method that converts an SDF into a point cloud
- point cloud is then converted into a mesh surface
- compares the quality of the new algorithm against existing solutions
- the video episode explains how to integrate Mikk TSpace tangent space calculation into the engine
- discusses the importance of consistent tangent space authoring for good results
Thanks to Jon Greenberg for support of this series.
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