- the paper introduces a new method for Mip level selection, including anisotropic filtering in a raytracer
- presented technique is not based on screen space derivatives
- extends the technique to apply to textures with different dimensions
- shows how ray cones can be used to select LOD for shading too
- the article presents an introduction to Gamut Clipping (mapping colors outside of the target color space back into valid colors)
- presents different approaches for mapping techniques
- shows how to apply these for the Oklab color space and presents comparisons of the results
- code is provided
- first part of a three-part series that focuses on optimizing a CUDA workload
- articles present the methodology, how to use the Nsight provided information to iteratively optimize the application
- the article presents how to reduce memory usage of bottom level acceleration structure (BLAS)
- instead of using placed resources for each BLAS, it is recommended to sub allocate from one larger structure
Ubisoft RedLynx is a multiplatform game development studio located in Helsinki. Along with the hugely popular Trials series, we have developed and published more than 100 games and we are a passionate team of over 140 people of 21 different nationalities. We are seeking an experienced Graphics Programmer to join our core technology team in creating impactful game experiences.
- the Unity video tutorial shows how to implement rim lighting (an effect that only applies to the edges of a model)
- Video lectures for the Introduction to Computer Graphics Course at the University of Utah
- more classes will be released over the next few weeks
- the paper presents a deep neural network to generate signed distance functions using a fixed network and sparse oct-tree
- the network also generates the level of detail representations
- shows real-time reconstruction and rendering with ray tracing
- the article presents an overview of UV mapping
- showing different mapping techniques, problems, and uses cases
- updated tools adds support for inline raytracing and capturing applications that are not frame-based
Thanks to Bruno Opsenica for support of this series.
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