Steve twitted this video, so I guess I can share it as well =) This is some WIP of a new lightmapper that’s being developed at DE
Unity demo team did good job!
Seems that the question “do I need to multiply or divide by pi here?” should be considered as one of the most difficult in computer graphics. And it’s wonderful that there are some people who spent their time and wrote posts and source code on this topic.
Have to add that the whole MJP’s series on baking lighting is wonderful
Grasping grains of information about new Wolfenstein and can’t wait to see/read the next year’s Siggraph presentation on its tech. Doom was one of the first titles that implemented a Vulkan rendering path and it seems that Wolfenstein is one of the first ones that uses this API. 30K draw calls, hail Mary full of grace! Volumetrics, async compute and, I’m pretty sure, tons of other great stuff!
And while we’re waiting it’s a great moment to refresh our memory and read what Doom’s rendering looked like:
Elegant, relatively simple plus cheap and useful approach to rendering of transparent objects
A good collection of links with info related to HZB occlusion culling (hierarchical z buffer occlusion culling). Like this method – very straightforward and rather effective.
Playing Order 1886 and it’s graphics is something that couldn’t be created without witchery and occult rituals =) Good reason to read some tech papers from Ready At Dawn:
And I must add one more link. This is a blog of Matt Pittineo, lead graphics programmer at RaD, and I’d say that this is an extremely useful and inspiring source of information if you want to learn something about modern graphics techniques (and the source code is very clean and easy to read):