- slides for the layered real-time shading model discussed in issue 38
 - using a statistical analysis of light transport in layered structures
 - a visual explanation of the statistical analysis framework
 - presentation of results, comparison against stochastic references and discussion of limitations of the technique
 
			
    
- slides for the technique discussed in issue 45
 - explanation of problems with linear blending
 - how contrast-preserving blending is able to mitigate some of these problems
 - presents a histogram-preserving blending algorithm that has many use cases besides the introduced procedural texturing technique
 - whenever you blend
- weighted data: use premultiplied blending
 - data chosen randomly: use histogram-preserving blending
 
 
			
    
- video discussing a fully automated UV unwrapping tool
 - explains all steps of the pipeline that tries to find the best projection technique for local parts of the model
 - tool available for licensing
 
			
    - added pixel history view for D3D12 and added support for support for Vulkan ray trace extension
 - new GPU trace activity view visualizes the GPU utilization in more detail
 - provides a breakdown of wrap level activity, connected to events and performance markers
 
			
    
			
    
- comparison of 3 techniques to generate blue noise
 - visual quality comparison of three methods to generate blue noise
 - the void and cluster technique produces the best results in the test
 
			
    
- integration of spherical harmonics over spherical polygons
 - using a closed form expression with linear cost
 - shows applications for area lights and approximating shadows from area lights
 
			
    
- Nvidia open sourced the MDL SDK (Material Definition Language)
 - set of tools that allow materials to be shared between different renderers
 - can generate texturing functions for multiple backends; however the GLSL backend is NOT part of the open source release
 
			
    
slides and video for the “Introduction to DirectX RayTracing” track from Siggraph 2018 have been released
			
    
- the pdf version of the Ray Tracing Minibooks series has been released for free
 
			
    - new GPU architecture from Nvidia
 - dedicated ray tracing hardware
 - volta cores have int8 and int4 support
 - support for variable rate shading
 
			
    
- list of author’s favorite papers with a brief summary of the content
 
			
    
- slides for the Siggraph course about the fundamentals of color science and color management for games and film
 
			
    
- slides for the Siggraph course
 - provides an overview of all API interfaces required to render 3D meshes
 
			
    
- fully vulkan 1.1 compatible
 - support for VK_EXT_conditional_rendering, VK_KHR_8bit_storage
 
			
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