周报 第12期
GPU Zen2 - Soft Shadow Approximation for Dappled Light Sources
- 软阴影的常用技术:PCSS(Percentage-closer soft shadows)
- 模拟斑驳(dappled)光源的软阴影
- Inspired by depth of field splatting techniques.
- code on unity engine
GDC 2008 Tutorial
- Practical Methods for Precomputed Radiance Transfer Using Spherical Harmonics
- Real Time Photon Mapping Approximation on the GPU by Vlad Stamate
- Highly Dense Foliage Visualization on Multi CPU/SPU Console Architectures
- Care and Feeding of Normal Vectors
- Tile Tree Data
- A Flexible Material System in Design
- Probabilitic Approaches to Shadow Maps Filtering
Misc
- Slang - 一种着色语言,旨在易于维护大型着色库,同时维持性能效率。
- Red Crash - Procedural GFX - 一个ShaderToy的例子。
- Intel Open Image Denoise - 一个高性能的针对光线追踪的去燥库。
- 游戏开发不同主题的文章和Paper的资源列表 - 作者收集的关于游戏开发的文章和Papers列表。
- Andrew glassner - RSS.
- Ray Tracing in Forty Minutes(python)
- 次世代游戏: 科技巨头对游戏未来的看法 - AlienWare,AMD,Intel,Logitech, NVIDIA。