Axis-Aligned Bounding Octahedra and The 7-Sided AABB describes an alternative bounding structure that is based around axis aligned triangles

starts with 2D example and extends the concepts to 3D

comparison against other bound object representations

[video] Technical Papers Preview: SIGGRAPH 2019 overview video of papers that will be presented at SIGGRAPH 2019

Cross-Platform Shader Handling describes the cross-platform shader pipeline

mix of json description files for state / constants / vertex layout / …

code generator used to generate the final shader for compilation

cross-compilation pipeline for platforms that don’t support HLSL

What’s New in Android: Q Beta 3 & More Vulkan 1.1 will be a requirement on 64-bit devices starting with Android Q

Thermal API will be added to allow games to react to thermal status changes

Introducing TensorFlow Graphics: Computer Graphics Meets Deep Learning tour of TensorFlow Graphics

allows to define 3D scenes and run training on them

system to allow bi-directional machine learning techniques

Why are 2D vector graphics so much harder than 3D? presents the history of 2D printing and font formats

shows problems with implicit curve evaluations

discussion of implicit surfaces in regards to 2D rendering

How we made Neon Noir - Ray Traced Reflections in CRYENGINE and more! interview describing the reflections that have been implemented in the Neon Noir Demo

merging voxel and ray tracing data

only tracing rays for mirror-like surfaces and the beginning of rays, otherwise tracing voxels instead

Hierarchical Russian Roulette for Vertex Connections a method based on stochastic light culling

hierarchical Russian Roulette using an approximate scattering lobe

does not support perfectly specular surfaces

Fur Shader Tutorial brief Unity example that shows how to render a basic fur look

combination of vertex offsets and alpha blending

Shader games with Vulkan overview about how to design a game to run all logic in Vulkan shaders

compute shaders to run the game logic and updating the game state

draw management is done using a compute shader and draw indirect is used for the final draw submission

Part 3: DDGI Overview Dynamic Diffuse Global Illumination

overview of the evolution of several indirect illumination techniques

how the method tries to solve the problem of Irradiance Probes

summary of the implementation and evaluation in different scene contexts

Reverse engineering the rendering of The Witcher 3, part 14 - cirrus clouds reverse-engineering the cloud rendering of The Witcher

uses a texture based approach, including normal mapping the clouds

uses a sky gradient to lighten the clouds close to the sun

Dithering explains how to apply a screenspace Bayer dithering pattern in Unity

Thanks to Aras Pranckevicius for support of this series.

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