周报 第26期
- Time Complexity of Monte Carlo Radiosity - 1992, Peter Shirley, Nvidia.
- Learn How to Create HoloLens 2 Experiences Using Unreal Engine
- GPU SDF Pathtracing
- Hardware Adaptive High-Order Interpolation for Real-Time Graphics
- a unified refactoring of quadratic and cubic interpolations as standard linear interpolation plus linear interpolations of higher-order term.
- provide significant reduction in computation cost.
- by dynamically skipping some higher order terms with low weights.
- mirror modifications to exsting GPU hardware could provide hardware support for quadratic and cubic interpoltions.
- [Raytracing tidbits(花絮、趣闻))(https://interplayoflight.wordpress.com/2021/07/10/raytracing-tidbits/)
- On Ray divergence: intro large divergence in a wave.
- On Ray coherence
- On shadowmapped GI: using shadowmap to occlude direct light at a hit point instead of casting a shadow ray.
- On Second bounce indirect light:
- On using a reverse depth buffer: for hybrid raytracing scenarios, to keep world position precision.
- 重新人士Pixel、DPI/PPI以及像素密度
- Dynamic destruction in Radio Viscera
- Ray Tracing Gems - II