Graphics Programming Newsletter Database
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The keynote covers the history of computer graphics
research (in algorithms, materials) with a focus on
techniques used until today
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Discusses a look into the future by presenting
techniques of the past that were not successful with
current research
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Additionally presents how the user base might influence
research directions in the future
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The blog post visuall explains floating point
quantization techniques
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Presenting 32-bit, 16-bit as well as 8-bit floating
point formats
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Explains the concepts in relationship to LLM models
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The talk recording discusses a method for calculating
ambient occlusion using stochastic depth maps to
optimize ray-traced AO
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Presents a quality comparison with different resolutions
and different test cases
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Additionally compares against screen space solutions
- A collection of links to SIGGRAPH 2024 resources
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Includes courses, talks, posters as well as open source
data releases
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The Siggraph presentation presents Frostbites’ shader
authoring solution
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Shows how it allows extensible component replacement,
mixing of different implementations, and automatic
interpolation logic
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Additionally discusses what worked well, what still
needs to be improved
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The blog post announces the release of the geometry for
the Call of Duty Warzone map in USD format
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The dataset contains five million meshes, 28 million
primitives, and more than one billion point instances
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License allows use for non-commercial, academic use
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The paper presents a method that converts an SDF into a
point cloud
- Point cloud is then converted into a mesh surface
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Compares the quality of the new algorithm against
existing solutions
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The video episode explains how to integrate Mikk TSpace
tangent space calculation into the engine
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Discusses the importance of consistent tangent space
authoring for good results