The results of the survey have been published here
- discusses screen space reflection and planar reflections techniques
- presented technique for reflections uses ray-marching against the terrain height map to calculate the reflections
- show that the technique could be extended to trace against signed distances fields to add reflection for other objects too
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- show how a projection matrix is formed
- explains GPU clipping and how it relates to the projection matrix
- many videos explain the significance of each component visually
- provides a calculator to help gain a more intuitive understanding
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- twitter thread discussing mip-map selection algorithms
- comparison between the custom shader implementation and hardware solution
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- introduction into physically based shading
- presents how light is reflected and refracted when it comes into contact with surfaces
- shows how metal and dielectrics (non-metals, insulators) interact with light differently and how this forms the visual perception of different materials
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- presents a technique to distribute an infinite sequence of points on the surface of an arbitrary triangle evenly
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- the article points out that albedo textures are commonly stored in sRGB color space and need to be converted into linear color space before using in shading
- achieved using the correct SRGB texture format
- comparison images present the differences between sRGB and non-sRGB color formats
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- thesis presentation covering snow rendering
- presents the visual features of snow with real-world reference pictures
- an overview of existing techniques
- defines 4 defining characteristics for snow shading and develops a BRDF from them
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- a short post that shows how to make an object appear infinitely large without clipping artifacts
- adjusts the vertex position in the vertex shader so that they are mapped onto the far plane
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- extends the custom scriptable rendering pipeline, the previous part was covered in issue 66
- now adds support for directional shadows, such as sun shadows
- shows how to deal with common shadow artifacts
- implements cascaded shadow mapping for the main directional light
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- weekly series with twitter posts about tech art techniques and ideas
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- summary of resource about getting started with tech art
- mainly unity shader focused
- new PIX for windows version
- performance counters are now supported on AMD Radeon 7 GPUs and NVIDIA Turing GPUs
- more consistent and reliable timing data on all GPUs
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