Graphics Effects
Summarizes the problem of GPU line primitives and explores a few different techniques for 2D and 3D triangulated line rendering, and accompany each with a small canvas demo.
Basic tutorial on shadow mapping
Builds on the foundation from "Drawing Lines is Hard" and uses instance rendering to draw lines
Continues instanced line rendering, introducing alpha-blending for triangulated lines.
Discussed 5 techniques for rendering an outline around an object
Explores combining rasterization and ray tracing for shadow rendering
A tutorial on implementing SSAO
Learn OpenGL guest article on cascaded shadow mapping, which resolves the resolution issues of the naive shadow mapping
NVIDIA paper introducing Percentage-Closer Soft Shadows (PCSS), based on shadow mapping and percentage‐closer filtering (PCF)
Eric Lengyel's voxel meshing algorithm for seamlessly stitching together neighboring triangle meshes generated from voxel data at differing resolutions so that level of detail.
Article from the "blue noise guy" talking about how to apply blue noise to raytraced soft shadows
Techniques for efficiently rendering shadows from many light sources in real-time
Blog post series talks about theory of grass rendering, how to implement that in Godot, and adding animation, interaction, and LOD
A paper on real-time grass rendering with realistic physics with the help of compute shader and the hardware-tessellation pipeline
An exploration of techniques for rendering very wide outlines around objects.
A guide to identifying and mitigating common SSAO rendering artifacts