- slides for Siggraph 2019 course
- talking about the state of ray-tracing
- state-of-the-art in hardware and software developments
- provides a history and vision of where ray-tracing in games is going to develop
- the detailed article explains how to tile-based rasterization works
- show how to implement rasterization using this design
- includes SSE and multithreaded implemenation
- course notes for the Siggraph 2019 course
part 1 focuses on the necessary background knowledge provide an insight into movie production requirements and mathematical foundation
part 2 focuses on materials (acquisition and production requirements) showing practical efforts, achievements and problems encountered
- the article discusses the foundations of alpha compositing
- explains the different compositing operations
- show how to use pre-multiplied alpha to eliminate common problems
- explanation of filtering, interpolation, blend modes, and additive blending
- collection of VFX tweets of the week
- tutorials, demos, and showcases of great looking effects
- the article discusses memory management in Vulkan and D3D12
- shows differences in API and exposed features
- discussion resource allocation, mapping, cache invalidation, memory budgets, and resource residency
- presents problems with the Fresnel equations when applied to sRGB data
- model is only accurate when the parameters are carefully selected
- comparison against the Schlick model
- offers an extension of the Schlick model for more accuracy and control
- the article contains the links to the build-in Shadertoy media files
- useful when implementing an effect based on reference found on Shadertoy
Thanks to Eric Haines for support of this series.
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