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.
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
Discussed 5 techniques for rendering an outline around an object
Blog post series talks about theory of grass rendering, how to implement that in Godot, and adding animation, interaction, and LOD
Explores combining rasterization and ray tracing for shadow rendering
A tutorial on implementing SSAO
A guide to identifying and mitigating common SSAO rendering artifacts
Learn OpenGL guest article on cascaded shadow mapping, which resolves the resolution issues of the naive shadow mapping
A guide to implementing bindless sprite batching in one draw call in Vulkan
NVIDIA paper introducing Percentage-Closer Soft Shadows (PCSS), based on shadow mapping and percentage‐closer filtering (PCF)
The story behind how (almost) pixel perfect shadows were introduced into Modern Warfare to make it even more realistic
A paper on real-time grass rendering with realistic physics with the help of compute shader and the hardware-tessellation pipeline
A explanation of screen-space reflection with code snippet
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.
An exploration of techniques for rendering very wide outlines around objects.