- describes an alternative bounding structure that is based around axis aligned triangles
- starts with 2D example and extends the concepts to 3D
- comparison against other bound object representations
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- overview video of papers that will be presented at SIGGRAPH 2019
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- describes the cross-platform shader pipeline
- mix of json description files for state / constants / vertex layout / …
- code generator used to generate the final shader for compilation
- cross-compilation pipeline for platforms that don’t support HLSL
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- Vulkan 1.1 will be a requirement on 64-bit devices starting with Android Q
- Thermal API will be added to allow games to react to thermal status changes
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- tour of TensorFlow Graphics
- allows to define 3D scenes and run training on them
- system to allow bi-directional machine learning techniques
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- presents the history of 2D printing and font formats
- shows problems with implicit curve evaluations
- discussion of implicit surfaces in regards to 2D rendering
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- interview describing the reflections that have been implemented in the Neon Noir Demo
- merging voxel and ray tracing data
- only tracing rays for mirror-like surfaces and the beginning of rays, otherwise tracing voxels instead
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- a method based on stochastic light culling
- hierarchical Russian Roulette using an approximate scattering lobe
- does not support perfectly specular surfaces
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- brief Unity example that shows how to render a basic fur look
- combination of vertex offsets and alpha blending
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- overview about how to design a game to run all logic in Vulkan shaders
- compute shaders to run the game logic and updating the game state
- draw management is done using a compute shader and draw indirect is used for the final draw submission
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- Dynamic Diffuse Global Illumination
- overview of the evolution of several indirect illumination techniques
- how the method tries to solve the problem of Irradiance Probes
- summary of the implementation and evaluation in different scene contexts
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- reverse-engineering the cloud rendering of The Witcher
- uses a texture based approach, including normal mapping the clouds
- uses a sky gradient to lighten the clouds close to the sun
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Thanks to Aras Pranckevicius for support of this series.
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