#NVIDIA decided to talk about #Raytracing, jumping into 1979 #SIGGRAPH:
https://blogs.nvidia.com/blog/2018/08/01/ray-tracing-global-illumination-turner-whitted
https://blogs.nvidia.com/blog/2018/08/01/ray-tracing-global-illumination-turner-whitted
NVIDIA Blog
Ray-Tracing Pioneer Explains How He Stumbled into Global Illumination | NVIDIA Blog
As most of us learned in high school physics, ray tracing is an idea that has been around for centuries. Global illumination in computer graphics has a somewhat shorter history.
DynamicOcclusionWithSignedDistanceFields.pdf
4.8 MB
Here is the article about Dynamic Occlusion with Signed Distance Fields. It will be handy, if you are curious about how SDFGI works in Godot 4 (and, guess, how Lumen works in Unreal Engine 5).
#Siggraph #EpicGames #UnrealEngine #GodotEngine #Books #Files
#Siggraph #EpicGames #UnrealEngine #GodotEngine #Books #Files
Old #SIGGRAPH showcase about #PBR and realtime sky:
https://www.slideshare.net/DICEStudio/physically-based-sky-atmosphere-and-cloud-rendering-in-frostbite
https://www.slideshare.net/DICEStudio/physically-based-sky-atmosphere-and-cloud-rendering-in-frostbite
www.slideshare.net
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Talk by Sebastien Hillaire at SIGGRAPH 2016 in the Physically Based Shading in Theory and Practice course.