Graphics Programming weekly - Issue 97 — September 8, 2019

Engineering Career Guide [LEAKED]

  • guide by Roblox for the career development of rendering engineers
  • what jobs are required, how to learn and personally take control of directed development

Watch the Unity Graphics Sessions from SIGGRAPH 2019

  • summary and links to the video recordings from Unity talks at SIGGRAPH 2019

D3D12 Memory Allocator 1.0.0

  • the first release of a new open-source D3D12 memory allocator project by AMD

My take on shaders: Water Shader

  • a walkthrough that explains a Unity water shader implementation
  • the shader is designed to be easy to use, control and extend

The Sharpening Curse

  • the article discusses the image quality difference between film and realtime rendering
  • presents that games are overly sharp and what future developments might look like

hybrid screen-space reflections

  • the article presents a hybrid technique between Screen space reflections and ray-traced reflections
  • shows comparisons between the two methods, differences, strengths, and weaknesses

Raw OpenGL

  • OpenGL tutorial that teaches the concepts required to render a textured mesh

DirectXShaderCompiler - prebuild releases

  • Microsoft is now offering pre-built binaries of the shader compiler on GitHub

Faster Shadow Rays on RTX

  • the article presents different techniques to generate ray traced shadows
  • compares the performance of using Any Hit, Closest Hit or Miss Shader to determine if the ray has been occluded

Path Tracing Review

  • intro to computer graphics from University of Waterloo summarized in one slide deck

Thanks to Giuseppe Modarelli for support of this series.

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