Graphics Programming weekly - Issue 91 — June 30, 2019

Nested Dielectrics

  • presents a technique that improves the handling of nested dielectrics in ray-tracing
  • example for nested dielectrics is “ice cubes in a drink in a glass”
  • tracking entering / existing geometry + priority system to handle overlap cases

ShaderGraph Conversion - Custom Functions(Toon Lighting Example), Vertex Colors(Specular/Texture Painting)

  • the tutorial shows to create custom nodes in Unity Shader Graph
  • shows to implement Vertex painting using shader graph and use it for a variety of effects

Render Graph Optimization Scribbles

  • presents an algorithm for scheduling work in a render graph architecture

Debugger Extension for DRED

  • extension for WinDbg that enables debugging of Device Removed Extended Data
  • the post shows how to track and find the reason for a GPU device lost error caused by a page fault

Ambient Dice Specular Approximation

  • presents how to use the Ambient Dice to store the GGX specular component
  • alternative storage scheme instead of spherical harmonics

Optimal Multiple Importance Sampling

  • derives weighting functions for Multiple Importance Sampling (MIS) that minimize the variance of an MIS estimator

Orthogonal array sampling for Monte Carlo rendering

  • a new strategy for the generation of stratified samples
  • using the concept of orthogonal arrays from statistical experiment design

Generating Blue Noise Textures With Void And Cluster

  • the article explains how to generate high-quality blue noise

Level of Detail Cross-Fading Geometry

  • next part in the article series about the implementation of a scriptable render pipeline in Unity
  • adds support for multiple LOD levels per object
  • switching between LODs is implemented using a dithering transition

Thanks to Denis Gladkiy for support of this series.

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