Graphics Programming weekly - Issue 171 — February 21, 2021
Bilinear down/upsampling, aligning pixel grids, and that infamous GPU half pixel offset the article shows a few ways of doing bilinear upsampling and...
Bilinear down/upsampling, aligning pixel grids, and that infamous GPU half pixel offset the article shows a few ways of doing bilinear upsampling and...
Improved Shader and Texture Level of Detail Using Ray Cones the paper introduces a new method for Mip level selection, including anisotropic...
A Failed Adventure in Avoiding Temporal Anti-Aliasing the author provides an overview of anti-aliasing solutions what problems temporal techniques...
RenderDoc ‘Ref All Resources’ + Vulkan + Memory Aliasing = Beware the post shows how aliased resources can cause problems when doing render doc...
Rendering a Sphere on a Quad the article explains in detail how to render a raytraced sphere that interacts with other parts of the Unity rendering...
[video] How to texture a procedural object the video tutorial explains the fundamentals of texture mapping in ShaderToy describes how to apply a...
Why are video games graphics (still) a challenge? Productionizing rendering algorithms the article provides an overview of considerations when...
Hallucinations re: the rendering of Cyberpunk 2077 the article presents a breakdown of a Cyberpunk 2077 frame looking at the different passes that...
Cameras and Lenses the article gives an understanding of how different types of camera and lenses work provides many interactive examples that...
Black skin in your stylized dimly-lit video game The article presents how important reflectivity of Black skin is for believable results it shows how...
[video] Painting a Selfie Girl, with Maths the video presents an in-depth walkthrough that shows how to use signed distance fields (SDF) to create an...
CasCmdLine - Few Technical Details brief article that shows how to create a D3D11 device without a window presents that the FXC compiler can export...
Generating meshes procedurally in Unity the post explains how to generate a procedural mesh describes how to approach the development of an...
Adding support for two-level acceleration for raytracing the second part of the blog post series covering raytracing implementation with compute...
Screen Space Reflections in Blightbound the articles explains the pitfalls encountered when implementing Screen Space reflections discusses special...
GPU-Motunui the post explains the implementation of a path tracer that enables the rendering of the Disney Moana island dataset on an RTX 2070...
[video] Beautiful Results From 30 Years Of Light Transport Simulation! the video shows the history of light transport techniques and presents how...
[video] Beautiful Results From 30 Years Of Light Transport Simulation! the video shows the history of light transport techniques and presents how...
Porting detroit: become human from playstation® 4 to pc – part 1 the post explains the experiences on porting the game from PS4 to PC using Vulkan...
The Last of Us Part II, material blending, the SDF of a plane. the video tutorial explains how to implement a rust effect on objects that intersect...
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