Graphics Programming weekly - Issue 101 — October 6, 2019


An Introduction To Real-Time Subsurface Scattering

  • in-depth article that provides an overview of subsurface scattering techniques used for games
  • presents the most common techniques found in games, Texture-Space Diffusion, Screen-Space Subsurface Scattering, and Pre-integrated Subsurface Scattering


Text Rendering Hates You

  • the author provides an overview of problems that are encountered and make text rendering system very complex
  • overview of terminology, overlapping glyphs, antialiasing, styling end emojis


Desertscape Simulation

  • presents a model to simulate erosion and transport simulation for sand due to wind
  • the simulation can generate a large number of different dune types


Flexible Ray Traversal with an Extended Programming Model

  • the paper proposes the addition of a Traversal Shader stage to the DXR model
  • this shader stage allows the programmable selection of acceleration structures
  • presented use cases are stochastic LOD selection, choice of LOD levels based on ray type and improved multi-level instancing performance


Half The Precision, Twice The Fun: Working With FP16 In HLSL

  • the article shows how to use 16-bit floating-point types on PC hardware
  • differences in handling between APIs and shader compilers
  • only modern hardware supports native 16-bit instructions on PC


Technically Art: Issue 37 (04.10.2019)

  • collection of tweets related to VFX, shaders, and game art


Fractional Brownian Motion

  • the article describes the characteristics of Fractional Brownian Motion
  • commonly used for the procedural modeling of nature


Physically-Based Rendering with PowerVR – Part 2

  • the article shows the precalculations steps that enable PBR rendering on mobile devices
  • irradiance map from the environment, BRDF lookup table for Cook-Torrance model and prefiltered reflections map


Thanks to Sean McAllister for support of this series.


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