- guide by Roblox for the career development of rendering engineers
- what jobs are required, how to learn and personally take control of directed development
![](/img/posts/graphics-programming-weekly-97/CareerGuide.png)
- summary and links to the video recordings from Unity talks at SIGGRAPH 2019
![](/img/posts/graphics-programming-weekly-97/Unity_SIGGRAPH.jpg)
- the first release of a new open-source D3D12 memory allocator project by AMD
![](/img/posts/graphics-programming-weekly-97/d3d12_allocator.jpg)
- a walkthrough that explains a Unity water shader implementation
- the shader is designed to be easy to use, control and extend
![](/img/posts/graphics-programming-weekly-97/unity_water_shader.png)
- the article discusses the image quality difference between film and realtime rendering
- presents that games are overly sharp and what future developments might look like
![](/img/posts/graphics-programming-weekly-97/BlackFlagWithTXAA.png)
- the article presents a hybrid technique between Screen space reflections and ray-traced reflections
- shows comparisons between the two methods, differences, strengths, and weaknesses
![](/img/posts/graphics-programming-weekly-97/comp_raytracing_shadows1.png)
- Microsoft is now offering pre-built binaries of the shader compiler on GitHub
![](/img/posts/graphics-programming-weekly-97/dxc.png)
- the article presents different techniques to generate ray traced shadows
- compares the performance of using Any Hit, Closest Hit or Miss Shader to determine if the ray has been occluded
![](/img/posts/graphics-programming-weekly-97/shadow_rays.jpg)
- intro to computer graphics from University of Waterloo summarized in one slide deck
![](/img/posts/graphics-programming-weekly-97/path_tracing.png)
Thanks to Giuseppe Modarelli for support of this series.
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