Jump to content
  • Advertisement
  • entries
    102
  • comment
    1
  • views
    27235

Graphics Programming weekly - Issue 100 — September 29, 2019

Sign in to follow this  
jendrikillner

806 views

  • the presentation shows the new WIP hair rendering system
  • a realtime system that is based on hair stands instead of cards
  • strands are rasterized into shadow and deep opacity maps
  • for performance reasons, a visibility buffer is written, and a sample deduplication pass is applied
  • shading is done in a screen space pass
  • shows how the different shading components have been implemented
hair_frostbite.png

  • the article presents guided filtering as an alternative to a bilateral filter
  • explains the bilateral filter logic and compares against guided filtering
  • showing what the strengths and weaknesses of both approaches are
guided_filtering_ssao.png

  • the new PIX CPU timeline view shows when a thread context switch happened and to where
  • optimized shader access tracking, significant speedup when opening the pipeline view
190913-img1.png

  • overview of denoising techniques in raytracing applications
  • covering sampling and signal processing techniques
  • additionally covers blurring kernels and spatial reprojection techniques
motion-buffer.jpg


Jobs

Senior or Lead Graphics Programmer

(Helsinki, Finland)

Ubisoft RedLynx is a multiplatform game development studio located in Helsinki. Along with the hugely popular Trials series, we have developed and published more than 100 games and we are a passionate team of over 140 people of 21 different nationalities. We are seeking an experienced Graphics Programmer to join our core technology team in creating impactful game experiences

logo_redlynx.png
Would you like to advertise your job openings here too? More information

  • performance comparison of a ray tracer application using native OpenGL against WebGL (Chrome, Firefox)
  • The GPU performance is comparable on the D3D backend, even better at times
raytracing_webgl.png

  • Unity tutorial showing how to set up a custom render pipeline
  • covering how to set up the project
  • cull, filter, and sort objects
  • add support for multiple cameras
custom_unity_pipeline.jpg

  • overview video for the new DirectX Raytracing sample, showing a Raytraced Ambient Occlusion implementation
DirectXRaytracingNoise.png

  • collection of tweets related to VFX, shaders, and game art
technically_art_template_36.png

  • provides an overview of the ocean rendering system
  • the system is based around hierarchical, fully dynamic ocean data sources
  • shows how to model waves, integrate shading and realistic flow patterns
water_system.jpg

Thanks to Spencer Sherk for support of this series.


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


Read more

Sign in to follow this  


0 Comments


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!