Graphics Programming weekly - Issue 71 — February 3, 2019

The results of the survey have been published here

Approximating water effects using terrain height maps part 1: Reflections

  • discusses screen space reflection and planar reflections techniques
  • presented technique for reflections uses ray-marching against the terrain height map to calculate the reflections
  • show that the technique could be extended to trace against signed distances fields to add reflection for other objects too

Decoding a projection matrix

  • show how a projection matrix is formed
  • explains GPU clipping and how it relates to the projection matrix
  • many videos explain the significance of each component visually
  • provides a calculator to help gain a more intuitive understanding

[twitter] texture minification using mip-mapping

  • twitter thread discussing mip-map selection algorithms
  • comparison between the custom shader implementation and hardware solution

An Intro to Physically Based Rendering for Artists and Programmers - Part 1

  • introduction into physically based shading
  • presents how light is reflected and refracted when it comes into contact with surfaces
  • shows how metal and dielectrics (non-metals, insulators) interact with light differently and how this forms the visual perception of different materials

Evenly Distributing Points in a Triangle

  • presents a technique to distribute an infinite sequence of points on the surface of an arbitrary triangle evenly

De-gamma your texture kid!

  • the article points out that albedo textures are commonly stored in sRGB color space and need to be converted into linear color space before using in shading
  • achieved using the correct SRGB texture format
  • comparison images present the differences between sRGB and non-sRGB color formats

Realistic Rendering Approaches for Snow Covers

  • thesis presentation covering snow rendering
  • presents the visual features of snow with real-world reference pictures
  • an overview of existing techniques
  • defines 4 defining characteristics for snow shading and develops a BRDF from them

'Infinite' sky shader for Unity

  • a short post that shows how to make an object appear infinitely large without clipping artifacts
  • adjusts the vertex position in the vertex shader so that they are mapped onto the far plane

Directional Shadows Cascaded Maps

  • extends the custom scriptable rendering pipeline, the previous part was covered in issue 66
  • now adds support for directional shadows, such as sun shadows
  • shows how to deal with common shadow artifacts
  • implements cascaded shadow mapping for the main directional light

Technically Art: Issue 3 (01.02.2019)

  • weekly series with twitter posts about tech art techniques and ideas

Getting Started Learning Tech Art & Unity Shader Writing

  • summary of resource about getting started with tech art
  • mainly unity shader focused

PIX 1901.28 – Timing Data Improvements and support for new GPUs

  • new PIX for windows version
  • performance counters are now supported on AMD Radeon 7 GPUs and NVIDIA Turing GPUs
  • more consistent and reliable timing data on all GPUs