- the article provides an overview of raytracing in rendering pipelines, how it has developed over time in the game development
- how it has been integrated into metro exodus
- shows the effect of the different components and how it affects the final rendering
- the blog post discusses how to combine raytraced and shadows from shadow maps
- detect areas where shadow map resolution is too low to represent the edges and trace rays instead
- presents different methods, compares performance and quality
- additionally presents a summary and comparison against the AMD hybrid raytracing shadows technique
- the blog post presents a performance comparison of Naga (rust based shader translation library) vs. SPIRV-Cross in Dota2
- measures CPU time taken for shader translation in Dota2 from SPIRV to MSL (Metal shading language)
- takes around 1ms per shader stage
Remote from the USA or paid relocation to Montana (no work visa sponsorship)
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- Radeon Rays v4.1 (ray intersection library for D3D12 and Vulkan) is now open source
- the article discusses a technique for parallel processing of stack-based operations
- designed for a clip stack in the usage of a compute-centric 2D GPU renderer
- single-pass process with bounded memory usage within a thread group
- the video presents an explanation on mipmaps, presenting what effects it has on the visual appearance
- explains how to use unity to automatically generate mipmaps
- shows how to generate custom mipmaps
- additionally provides some ideas on how to use custom generated mipmaps to achieve water caustics implementation
- part 3 of the newton cradle tutorial series
- shows how to implement reflections using raymarching; this enables the object to be reflected in itself
- implementation is done using ShaderToy
- 4-minute trailer presenting a brief look at many papers that will be presented as part of SIGGRAPH 2021
Thanks to Aras Pranckevičius for support of this series.
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