- the paper provides a walkthrough explanation of the different components that define a BSDF (bidirectional scattering distribution function) that defines the shading behavior of a materials
 - covers the underlying theory, explaining the derivation as well as the geometric interpretations
 
			
    
- the paper introduces models to solve the reconstruction of irradiance in the vertex-normal space
 - applies the developed framework to hemispherical and cone occlusion to volumetric lighting
 - as well as mitigating light leakage for normal-mapped surfaces’ appearance of runtime ambient occlusion
 - shadertoy implementation is provided
 
			
    
- the series on voxel ray tracer continues by presenting how to accumulate samples over time with a nonstatic camera
 - explains temporal pixel reprojection, how to deal with sub-pixel blending, and how to improve results with occurring object occlusions
 
			
    
- the blog post provides a detailed description for programmers interested in graphics programming
 - explains what the job entails, different specializations in games, and what topics graphics programmers often work on
 - additionally gives insights into the technologies the author recommends to start learning with
 
			
    
- the article explains an approach to implementing Sun Beams using Billboarding techniques
 - implementation is shown using the visual shading language of Unity
 
			
    
- the blog post presents that the latest D3D12 SDK update introduces support for R9B9G9E5 for Render Target and UAVs
 - explains how the R9B9G9E5 format allows higher precisions compared to half-floats and less memory usage than float formats
 - additionally expressed the importance of verifying hardware support
 
			
    
- the video shows how to implement a shader effect that allows objects to change their appearance close to existing depth values in the depth buffer
 - the presented technique relies on a rendering order that ensures the depth values are written before the objects want to read them
 - technique is implemented using the visual shader language of Unity
 
			
    
- the video tutorial continues to discuss the implementation of a Vulkan renderer
 - this week’s videos explain how to clear the back buffer to a solid color in every frame
 - C++ implementation is shown
 
			
    Thanks to Graham Wihlidal for support of this series.
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