Graphics Programming weekly - Issue 112 — December 22, 2019

Sampling Burley's Normalized Diffusion Profiles

  • the article presents how to inverse the CDF of the Disney SSS

Open-Source Ray Tracers and Path Tracers

  • a list of open-source ray and path tracers
  • the comment sections contain some additional ones

Developers Show Off Amazing Real-Time Ray-Traced Projects in New DXR Spotlight Contest

  • collection of games that have been selected by Nvidia as excellent showcases for the use of RTX raytracing

Ray Tracing Essentials, Part 1: Basics of Ray Tracing

  • the first part of the video series that will explain the basics of ray-tracing
  • covers basic of ray-tracing with the diffuse lighting model

Mitsuba 2: A Retargetable Forward and Inverse Renderer

  • the recording of a talk presents an overview of the architecture of the Mitsuba 2 renderer
  • a set of problems and how Mitsuba can help in solving them

Part 23: Intro to Unity's Specular Workflow

  • the unity tutorial provides a brief overview of the specular workflow compared with the metalness workflow
  • this is covered with a toon shading model
  • focuses on the art authoring aspect, less on the shader aspects

The Simple, Flexible, Octasphere

  • the article shows a UV sphere, icosphere and proposes the octasphere
  • an alternative way to generate a sphere surface
  • shows how to create a sphere and additional extend the method for other surfaces

Matrices for Tech Artists, non Affine Transformations

  • the article presents transformations around an arbitrary axis and points
  • follow by a discussion of non-affine transformations (parallel lines are not preserved, such as perspective projection)

Digital Foundry's Best Game Graphics Of 2019: The Year's Best Tech In Review!

  • video review by Digital Foundry of the games released in 2019s
  • talking about the technology used in different games, not just covering AAA games

Writing a ray marcher in Unity

  • the video tutorial shows how to write a ray marcher in a unity pixel shader

Integrating FidelityFX into the Ego Engine

  • the article presents how to integrate FidelityFX Contrast Adaptive Sharpening (CAS) compute post-processing filter into an engine
  • the architecture is designed to make integration into a custom engine relatively simple

Light Saber Breakdown

  • the article shows how to use a vertex shader to animate the vertices for a lightsaber effect

Thanks to Keith O’Conor for support of this series.

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