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Graphics Programming weekly - Issue 100 — September 29, 2019

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  • 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

  • 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

  • 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

  • overview of denoising techniques in raytracing applications
  • covering sampling and signal processing techniques
  • additionally covers blurring kernels and spatial reprojection techniques


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

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

  • 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

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

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

  • 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

Thanks to Spencer Sherk for support of this series.

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

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