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Catmull-Clark subdivision is the standard for smooth surfaces in offline rendering, going back to Geri’s Game in 1997.
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In the previous post, we talked about ways to tessellate a triangle with adaptive tess factors.
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Hardware tessellation as we know it today (Dx11-style) had its origins on the Xbox 360, which released in 2005.
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Is anyone using temporal reprojection to improve MSAA?
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Can we use multisampling effectively for upsampling?
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As you have probably seen, ARKit has become quite popular for facial animation.
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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 This…
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Introduction There are some very interesting tradeoffs involved in visibility rendering, and many techniques to explore.
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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 Intro…
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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 Intro…