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leifnode.com | ||
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alain.xyz
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| | | | | A review of the rendering architecture of Control, reviewing their ray tracer, rendering architecture, and technical art direction. | |
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wickedengine.net
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| | | | | [AI summary] This article discusses the implementation of voxel-based global illumination (VXGI) techniques, including voxel cone tracing, conservative rasterization, and optimization strategies. It covers challenges like handling extra voxels, normal compression, and the use of interlocked max for updating voxel data. The article also addresses questions about global illumination in indoor scenes, the role of light probes, and the limitations of image-based lighting. Additionally, it touches on the integration of VXGI with shadow mapping and the importance of optimization for performance on various hardware. The discussion includes insights from readers and practical considerations for implementing these techniques in game engines. | |
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www.jendrikillner.com
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| | | | | [AI summary] The article discusses advancements in graphics programming, including differentiable rasterization techniques, color science, object space shading methods, and dynamic level of detail implementations using OpenGL. | |
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csantosbh.wordpress.com
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| | | This article is an extension to a previously discussed topic: How to perform large texture magnification for pixelated games without aliasing between texels. My first post described a method to achieve this by assuming that, during the whole time, your polygons remain approximately at the same size after they are rendered. Constant pixels with variable... | ||