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Graphics Programming weekly - Issue 97 — September 8, 2019

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jendrikillner

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

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

  • the first release of a new open-source D3D12 memory allocator project by AMD
d3d12_allocator.jpg

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

  • 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
BlackFlagWithTXAA.png

  • the article presents a hybrid technique between Screen space reflections and ray-traced reflections
  • shows comparisons between the two methods, differences, strengths, and weaknesses
comp_raytracing_shadows1.png

  • OpenGL tutorial that teaches the concepts required to render a textured mesh
opengl-users.jpg
  • Microsoft is now offering pre-built binaries of the shader compiler on GitHub
dxc.png
  • 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
shadow_rays.jpg

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

Thanks to Giuseppe Modarelli for support of this series.


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


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