Graphics Programming weekly - Issue 143 — August 2, 2020

Reverse engineering the rendering of The Witcher 3, part 20 - light shafts

  • the in-depth article presents how the light shafts in The Witcher 3 have been implemented
  • explains how a radial blur can be applied and provides a shadertoy to showcase the example implementation

SIGGRAPH 2020 Course: Physically Based Shading in Theory and Practice

  • overview of the SIGGRAPH 2020 PBR course
  • contains the titles, speakers and abstracts of this year’s talks

Systematic Evaluation of the Quality Benefits of Spatiotemporal Sample Reprojection in Real-Time Stereoscopic Path Tracing

  • the paper presents an evaluation of what kind of gains can be achieved with temporal reprojection in a path tracer setting
  • uses an SSIM (structural similarity index ) metric to relate spatially and temporally reprojected path traced image to a purely path traced image with similar quality
  • provides data for multiple scenes and sample counts

Technically Art: Issue 62 (31.07.2020)

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

Efficiency Tips on Switching Spaces and Transformation Matrices in Unity

  • part 2 of an article series discussing the mathematical foundation of matrix/vector operations
  • presents different methods exposed by Unity and explains differences of the various methods

Custom SRP - Post Processing Bloom

  • next part in a Unity SRP (scriptable render pipeline) tutorial series covering the implementation of a bloom post-processing effect

Oceans with Unity Shader Graph

  • A video tutorial that shows how to implement a stylized ocean shader using Shader Graph in Unity

Seven things for July 30, 2020

  • collection of 7 compelling links to compute graphics/programming related topics

Retro Renderman: shading on Finding Nemo’

  • the article presents how the corals in finding Nemo have been shaded

Engine Work: DDGI Light Probe Depth Data Compression

  • the article presents a few techniques to compress Dynamic Diffuse Global Illumination probe information
  • presented compression reduced the size from 2.4GB into 168MB

Render graphs

  • brief article showing an overview of a render graph API
  • discussing the reasons why this kind of architecture could be beneficial
  • summary of the goals of the project

Thanks to Cort Stratton for support of this series.

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