- presents a technique that improves the handling of nested dielectrics in ray-tracing
- example for nested dielectrics is “ice cubes in a drink in a glass”
- tracking entering / existing geometry + priority system to handle overlap cases
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- the tutorial shows to create custom nodes in Unity Shader Graph
- shows to implement Vertex painting using shader graph and use it for a variety of effects
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- presents an algorithm for scheduling work in a render graph architecture
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- extension for WinDbg that enables debugging of Device Removed Extended Data
- the post shows how to track and find the reason for a GPU device lost error caused by a page fault
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- presents how to use the Ambient Dice to store the GGX specular component
- alternative storage scheme instead of spherical harmonics
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- derives weighting functions for Multiple Importance Sampling (MIS) that minimize the variance of an MIS estimator
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- a new strategy for the generation of stratified samples
- using the concept of orthogonal arrays from statistical experiment design
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- the article explains how to generate high-quality blue noise
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- next part in the article series about the implementation of a scriptable render pipeline in Unity
- adds support for multiple LOD levels per object
- switching between LODs is implemented using a dithering transition
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Thanks to Denis Gladkiy for support of this series.
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