- the paper introduces an improvement for specular antialiasing
 - normals distribution function (NDF) is filtered in orthographically projected space instead of slope space
 - presents an approximation solution and provide source code
 - additionally presents an isotropic NDF-filtering technique for deferred and forward rendering
 
			
    
- Lumen presentations starts at 10:00 minutes
 - presents what Lumen supports, what limitations exists
 - shows an in-depth look at the implementation that uses hybrid tracing techniques
 - looking at the scene representations, surface cache, and the different passes required
 - additionally presents content examples, provides optimization advice, and answering user questions
 
			
    
- article discusses alternative approaches for geometry pipeline design
 - moving more work into the pixel shaders, following the patterns of ray tracing shader
 - presents performance comparison of the presented approach and limitations
 
			
    
- new podcast about VFX in film, TV, and games
 - discussing Resident Evil Village and UE5
 - how game technology is evolving and reaching a collision point between real-time and offline techniques
 
			
    
- the video tutorial explains how to draw a line segment in pixel shaders
 - shows how to derive the point to line segment formula
 - additionally presents how to combine multiple lines
 
			
    
- the article presents a look at the implementation details of nanite GPU culling
 - discusses how the compute shader cull on the sub-instance level
 - shows how clusters are culled and the depth buffer from the previous frame is used
 
			
    
- the paper presents how to sample polygonal area lights proportional to linearly transformed cosines
 - offers significantly reduced noise and unbiased diffuse and specular shading
 - displays nearly noise-free results at 2 spp
 
			
    
- the video explains the motivation for the bindless model and explains the concept
 - presents how this can be expressed in metal using argument buffers
 - explains memory residency and how this influences what resources can be used
 - additionally explains what synchronization considerations need to be dealt with
 
			
    Thanks to Neil Bickford for support of this series.
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