The 3rd edition of Physically Based Rendering is now freely available online https://pharr.org/matt/blog/2018/10/15/pbr-online.html
I can't stop playing with http://shader-playground.timjones.io/
Unfortunately the output of the intgrated ANGLE compiler isn't valid enough to feed into one of the hlsl compilers, which would have enabled me to investigate WebRender's shaders without touching Windows.
Jendrik Illner's graphics weekly issue 57: https://www.jendrikillner.com/post/graphics-programming-weekly-issue-57/
The journey into fractals is a particularly enjoyable read: https://medium.com/@bananaft/my-journey-into-fractals-d25ebc6c4dc2
GIMP stands for GNU Image Manipulation Program and GNU stands for GNU’s Not UNIX and UNIX stands for Uniplexed Information and Computing Service so the full proper name for GIMP is actually:
GNU’s Not Uniplexed Information and Computing Service Image Manipulation Program
Nathan Reed's thoughts on nVidia's new mesh shaders http://www.reedbeta.com/blog/mesh-shader-possibilities/
The peak performance percentage analysis method for optimizing GPU workloads on nVidia's blog:
A little tutorial on how to define a viewing-angle.
Having objects with overall correct viewpoint-proportions in 2D art will make everything feel a lot more solid.
RT @EtheringtonBros@twitter.com: Right, as we missed #SkillUpSunday while we were away, today is #SkillUpTuesday! Our first feature tutorial is on PAINTING GRASS in the GHIBLI STYLE by the very excellent STARFUR12 on Instagram (No Twitter account I could find)! #gamedev #animationdev #conceptart #digitalpainting
Jendrik Illner's graphics weekly issue 55: https://www.jendrikillner.com/post/graphics-programming-weekly-issue-55/
Interior mapping: rendering real rooms without geometry http://joostdevblog.blogspot.com/2018/09/interior-mapping-real-rooms-without.html?m=1
There's a lot of cool stuff in inkscape upcoming 1.0 release: http://wiki.inkscape.org/wiki/index.php/Release_notes/1.0
Repost from birdsite: NVIDIA Turing arch whitepaper [pdf] https://www.nvidia.com/content/dam/en-zz/Solutions/design-visualization/technologies/turing-architecture/NVIDIA-Turing-Architecture-Whitepaper.pdf
I am intrigued! Besides the headliner RTX and tensor-core stuff, there's a bunch of smaller features:
• Mesh shading
• Variable shading rate
• Texture-space shading
• Multi-view rendering
Details are still sparse; looking forward to seeing more.
Vector graphics in #rustlang with Lyon. Blog version of my RustFest talk.
Part 1: https://nical.github.io/posts/rustfest-paris-01.html
Part 2: https://nical.github.io/posts/rustfest-paris-02.html
New progress report! Talking about CPU calculated skeletal animations, GDNative improvements as well as some skybox rendering \o/ #GodotEngine
Gfx dev @ mozilla / opensource geek / a little too obsessed about vector graphics on the GPU.
Game development! Discussions about game development and related fields, and/or by game developers and related professions.