Graphics Programming weekly - Issue 282 - April 9th, 2023

Matrix Compendium

  • the article provides a central place for matrix understanding for computer graphics
  • explains storage and multiplication order, how they are expressed in HLSL and GLSL
  • explains coordinate system handedness, what the left-hand/right-hand rules are
  • additionally presents some questions that help to detect conventions used if applications did not document their choices

Random Sampling Experiments: Avoid The Sides!

  • the blog post shows different sampling strategies
  • presents the patterns along 1D lines, 2D squares as well as 2D circles

Shader Tutorial: Color Correction

  • the tutorial explains how to apply color modifications in shaders
  • shows how to modify luminance, saturation, brightness, or contrast
  • implementation is provided using Unity shaders

[video] Stylized Grass and the many techniques available in UE to reach the desired style & performance

  • the long Video explains detailed how to render a Stylized grass
  • covers the art creation, shader logic, performance considerations
  • additionally covers how to apply movement, occlude parts if intersecting with the camera, LOD setup, and much more

Subspace Culling for Ray–Box Intersection

  • the paper proposes a new solution to accelerate AABB when used as BVH for objects that are thin and diagonal
  • the solution presented embeds a binary voxel data structure for each node and showed how to use these to reduce false positives
  • additionally presents how to use a LUT to compress the voxel data

Efficient Spatial Resampling Using the PDF Similarity

  • the paper introduces a new rejection method based on the PDF shape similarity between pixels for single-bounce ReSTIR
  • this helps to reduce spatial resampling across shadow edges and material boundaries

World Space Path Resampling

  • the article presents an overview of ReSTIR/ReGIR, explaining similarities and differences between the techniques
  • shows how to set up reservoirs to allow spatial path reuse

let's talk about normals

  • the article presents the difference between Object Normals, Tangent Normals as well as World Normals

Thanks to Max R.R. Collada for support of this series.

Would you like to see your name here too? Become a Patreon of this series.