周报 第18期
SCA 2020
2020的计算机动画会议。
pixar历年发表的论文
pixar图形相关的论文,最早可追溯到1982年的《A Reflectance Model for Computer Graphics》。
building your every own path tracer from scratch
从头构建path tracer的相关文章。
How Unreal Renders a Frame
- part 1, part 2, part 3。
- 测试的场景构成(包含尽可能多的材质和渲染方法):静动态物件、光源、体积雾、透明物体和粒子系统。
- 通过renderdoc截取UE4Editor的渲染过程。
- Unreal Engine 版本(4.17.1)
Lighting Scenes with Millions of LIghts Using RTX Direct Illumination
- 经典的光栅流水线的场景绘制方式自身受限于光照复杂度和阴影图的消耗。
- RTXDI的引入可以解耦性能和光照系统复杂,实现动态光源下的动态场景。
- Importance resampling(RIS: resampled importance sampling)。
graphics programming weekly issue 153
- GPU-Motunui
- Watercolour Shader Experiments
- Fast Eulerian Fluid Simulation In Games Using Poisson Filters
- Geometry Shaders in URP (Unity)
- HSV Shader Graph - Hue Saturation Value (Unity)
- Blowing bubbles with Shader Graph (Unity)
- Vertex animation textures, beanbags and boneless animations
- Does subgroup/wave size matter?
- Framebuffers, WGPU and Rust
- Hash Functions for GPU Rendering
RSS
- Alain Galvan - Graphics Software Engineer in Marmoset
- kode80
- roar11