- the video provides a detailed walkthrough on the process of rendering water based on the results of a water particle simulation
- starts from an empty scene, covering mesh generation, raymarching, shading as well as interactions with the environment
- additionally, it presents how to render foam and bubbles to the water’s surface
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- the article presents an overview of different games that implement refraction into their rendering pipelines
- compares the different approaches, discussing advantages and disadvantages
- additionally presents how this interacts with anti-aliasing
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- the blog post focuses on the visual side of grass rendering in Call of Duty Black Ops 4
- shows different stages of the exploration and impact of the various components
- discusses various hacks to simulate the effect of real-life effects within the restrictions of the runtime grass
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- the paper presents an image upscaler that is designed to extrapolate from color, depth, and motion vector inputs to a variable number of frames
- discusses the implementation of the motion estimation, background collection, adaptive rendering windows, and shading correction network modules
- presents performance and quality against existing techniques
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- a collection of videos from the Graphics Programming Conference in Breda has been released
- covers a large number of topics such as Porting Games, Vulkan best practices, Shader Occupancy, Occlusion culling, and much more
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- the talk presents an overview of the Gigi Platform
- a tool and code generation that aims to improve programmer productivity by enabling rapid authoring of shader effects
- shows how the tool was developed, what features it has, and what has been implemented using the platform so far
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- the talk presents an overview of the rendering pipeline in Tiny Glades
- covers GPU-driven rendering, sky rendering, GI implementation, shadows, refractions, Depth Of Field, and more
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- the blog post discusses Godot Light Shaders
- presents where this type slots into the pipeline and what possibilities it enables
- presents a walkthrough on how to implement tool shading into the Godot pipeline
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- the blog post announces the release of Vulkan 1.4
- increased guaranteed limits, required extensions, as well as
- addition presents improvements to copying data while rendering
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- the article presents a walkthrough of how the author approached optimizing loading issues in Myst IV
- shows how he detected the bottlenecks, replaced texture loading logic
- contains a comparison of the performance of various image-loading libraries
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Thanks to Robert Wallis for support of this series.
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