Jump to content
  • Advertisement
  • entries
  • comment
  • views

Graphics Programming weekly - Issue 71 — February 3, 2019

Sign in to follow this  


The results of the survey have been published here

  • 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

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

  • 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

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

  • 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

  • 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

  • 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

  • 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

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

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

  • 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

Read more

Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!