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Graphics Programming weekly - Issue 154 — October 25, 2020

Graphics Programming weekly - Issue 154 — October 25, 2020

jendrikillner
jendrikillner
jendrikillner · · 2 min read
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Screen Space Reflections in Blightbound

  • the articles explains the pitfalls encountered when implementing Screen Space reflections
  • discusses special cases for a 2D game and presents what fallback options have been used if the information is not available


The Dark Side Of Ray-Traced Ambient Occlusion (RTAO)

  • the blog post provides an overview of ambient occlusion and what it approximates
  • provides interactive examples to show the effect of screen space ambient occlusion
  • additionally provides interactive examples to show the impact of different parameters for Ray-Traced Ambient Occlusion



Technically Art: Issue 73 (23.10.2020)

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



Raytraced Shadows in Call of Duty: Modern Warfare

  • the presentation explains how the raytracing for shadows has been implemented into Call of Duty
  • covering acceleration structure separation, performance, denoising implementation, and supporting multiple local area lights



Surface Gradient–Based Bump Mapping Framework

  • the paper presents a new framework for layering and compositing of bump maps from different sources
  • presents how to use the framework with different techniques, including volumes, decals, dealing with multiple UV sets, etc..
  • demo code provided



A Tip for HiZ SSR - Parametric 't' Tracing

  • the article presents how the precision HiZ tracing logic (used for screen space reflection) can be increased
  • additionally also makes the technique more generalized



The future of RLSL

  • the blog post explains the history of RLSL (Rust Like Shading Language)
  • and how rust-gpu is the spiritual successor



Introducing rust-gpu v0.1

  • First public release of Rust-gpu, a new SPIR-V backend for the Rust
  • post explains the motivation, current state, and planned scope



A Better Way to Scalarize a Shader

  • the article provides a brief overview of scalarization and suggests an alternative approach


Thanks to Keith O’Conor for support of this series.

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