- the paper presents racial bias that can be found in the technical language and numerical measures used in skin and hair research
- presents suggestion on how graphics research practices can be improved to include a larger spectrum of humanity
- the Tutorial presents how to generate sand dunes in pixel shaders using Unity
- presents a normal vector based sand shine reflection
- for more in-depth realistic sand, check out Sand Rendering in Journey
- updated version supports reporting of memory, instruction, and scalar cache usage on RDNA hardware
- article presents how the data is visualized
A continuous learner who loves to explore emerging technologies, introduce innovations, and learn and improve their skill set.
Ability to work in a fast-paced environment, wear multiple hats, and juggle multiple high-profile projects with competing deadlines.
- the article provides an overview of the Slang Shading language and its use inside of NVIDIA Omniverse
- Slang is HLSL based, can be used to generate SPIR-V, DXIL, and DXBC
- the main additions are interfaces, generics, and modules
- the article shows how to calculate the variance of a stream of values
- only the average and average square value are required to be tracked
- variance and standard deviation can be derived from these
- the paper presents a novel sparse Neural Radiance Grid representation
- this representation allows Neural Radiance Fields (NeRF) to be baked so that rendering can be archived in realtime
- the article presents 4 different ways to generate a sphere mesh
- UV Sphere, Icosphere, Quad Sphere, and Goldberg Polyhedra
Thanks to Leonardo Etcheverry for support of this series.
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