• GDC Roundup

    Epic Releases Paragon Assets

    Right in line with Epic’s philosophy, which is admirable. Excellent resource, especially for students looking to deconstruct the work of others.

    Raytracing added to DirectX

    Looks exciting! I can definitely see this being ideal in arch-viz types of projects.

    The cynic in me, however, is wary of the proprietary nature of this technology. We see plenty of companies advertise tech as “open” and “collaborative”, but no company invests this amount of time and resources out of the goodness of their hearts – they will be looking to gain a competitive advantage from this.

    Unity 2018.1 gets release date

    I’m a Unity fan, so I’m excited! Having a built-in shader graph will be convenient, but the SRP sounds like a gamechanger.

  • Moving To CentOS

  • Houdini Quick Trick: Rendering Odd Frames

  • Tech Art in Wolfenstein II

    Magnus Larson, Machinegames:

    Here are some of the things I did on Wolfenstein II in no particular order.

    Creating prerendered assets for realtime cinematics reminds of some stuff we did at DICE for Battlefront. So cool to see just a glimpse of how their big events are set up.

  • 2018 and Graphics in Unity

    From the Unity Blog:

    In 2018.1 we have included 2 rendering pipelines for users. Not only are these usable right out of the box, they can serve as reference for developers building their own render pipelines.

    • Lightweight Rendering Pipeline – A pipeline designed for mobiles and platforms without compute shader capability.
    • High Definition Rendering Pipeline – A modern high fidelity renderer for developing games for platforms that support Shader Model 5.0 (DX11 and above).

    Maybe not a fully fleshed out roadmap, but they have a lot of interesting tidbits. I’m not a graphics programmer but the scriptable rendering pipeline seems to alleviate a lot of the grievances low-end programmers have had.

    Authoring shaders in Unity has traditionally been the realm of people with some programming ability. In 2018 we are changing this!

    Shader Graph enables you to build your shaders visually. Instead of hand writing code, you create and connect nodes in a graph network. The graph framework gives instant feedback on the changes, and it’s simple enough that new users can become involved in shader creation.

    The most obvious thing that I never thought would happen in Unity.

  • On Particle System Editors

  • 118 (and counting) free 16k HDRIs

    It involved a lot of clicking but I downloaded every single one. Great resource worthy of bookmarking.

  • SideFX awarded Academy Awards

    Amazingly well deserved (and not the first time either, from what I’ve learned today). The entire success story behind Houdini is incredible.

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