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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
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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 wor
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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 o
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Temporal Super Resolution via Multisampling
Is anyone using temporal reprojection to improve MSAA?
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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.
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John Hable (@FilmicWorlds) on X
One of the fascinating things for me at Naughty Dog as a junior programmer was that allocating memory was forbidden. Literally everything was fixed size with several heaps (like the level heap). Per-frame allocations were allowed as an arena allocator tha
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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:
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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
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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
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