- video tutorial demonstrating how to unpack terrain textures efficiently
- explains creating terrain layer subgraphs using only two texture samples
- shares optimization techniques to improve terrain shader performance
- demonstrates how to use Desmos to visualize functions and transform them into shader code
- provides various examples of the transformation steps
- additionally presents how to use the functions to distort UVs to create interesting visual effects
- presents an algorithm for calculating bounding boxes of circular sectors in 2D
- provides a GLSL implementation using vector operations
- useful for area-of-effect queries in game development, such as attacks or spell casting
- Sucker Punch details the rendering technology behind Ghost of Yōtei
- discusses GPU compute rendering for vast landscapes with large instance counts
- covers advanced features including terrain tessellation, volumetric fog with cloud shadows, and PS5 Pro ray-traced global illumination
- comprehensive deep-dive into implementing ReGIR for efficient many-lights sampling
- explains Reservoir-based Grid Importance Resampling using hash grids and spatial/temporal reuse
- demonstrates significant performance improvements over power sampling and light hierarchies in complex scenes
- An interview with the developers of “NITRO GEN OMEGA”
- Discusses how they achieved the “spaghetti anime” art style in Unreal Engine 5
- Covers the use of cel shading, stylized VFX, and other techniques to create a umique look
Thanks to Peter Kohaut for support of this series.
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