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Filmic Worlds

Next-next-gen graphics.

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Adaptive Catmull-Clark Subdivision with Compute Tessellation

Catmull-Clark subdivision is the standard for smooth surfaces in offline rendering, going back to Geri’s Game in 1997. Catmull-Clark recursively refines a mesh, allowing artists to author a low-poly mesh and subdivide it during rendering. It’s also a well-known tool in modeling for multi-resolution sculpting, particularly with ZBrush and Mudbox. When you export a displacement map from ZBrush, it’s…

Adaptive Compute Tessellation

In the previous post, we talked about ways to tessellate a triangle with adaptive tess factors. Now it’s time to take the next step and actually tessellate a mesh. The goal of this post is to put together a reference solution, a baseline approach that works everywhere.

Triangle Tessellation with Clamped Parallelograms

Hardware tessellation as we know it today (Dx11-style) had its origins on the Xbox 360, which released in 2005. Time flies, right? It was a natural step in the evolution toward film-quality realtime rendering. After all, tessellation was a key component of the original Pixar Reyes paper [7].

Temporal Super Resolution via Multisampling

Is anyone using temporal reprojection to improve MSAA?

Upsampling via Multisampling

Can we use multisampling effectively for upsampling? This has been a question in the back of my mind for give or take 10+ years.

Solving Blendshapes for ARKit

As you have probably seen, ARKit has become quite popular for facial animation. It has obvious appeal for mocap on a budget, but it’s also being used on professional productions as well. So I decided to do a test, and here it is:

Visibility TAA and Upsampling with Subsample History

Adventures in Visibility Rendering Part 1: Visibility Buffer Rendering with Material Graphs Part 2: Decoupled Visibility Multisampling Part 3: Software VRS with Visibility Buffer Rendering Part 4: Visibility TAA and Upsampling with Subsample History

Software VRS with Visibility Buffer Rendering

Introduction

Decoupled Visibility Multisampling

Adventures in Visibility Rendering Part 1: Visibility Buffer Rendering with Material Graphs Part 2: Decoupled Visibility Multisampling Part 3: Software VRS with Visibility Buffer Rendering Part 4: Visibility TAA and Upsampling with Subsample History

Visibility Buffer Rendering with Material Graphs

Adventures in Visibility Rendering Part 1: Visibility Buffer Rendering with Material Graphs Part 2: Decoupled Visibility Multisampling Part 3: Software VRS with Visibility Buffer Rendering Part 4: Visibility TAA and Upsampling with Subsample History Introduction The last year or so has been strange for everyone. Each of us has been dealing with covid quarantine in our own way, and in my case I’ve…