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  1. Catmull-Clark subdivision is the standard for smooth surfaces in offline rendering, going back to Geri’s Game in 1997.

  2. In the previous post, we talked about ways to tessellate a triangle with adaptive tess factors.

  3. Hardware tessellation as we know it today (Dx11-style) had its origins on the Xbox 360, which released in 2005.

  4. Is anyone using temporal reprojection to improve MSAA?

  5. Can we use multisampling effectively for upsampling?

  6. As you have probably seen, ARKit has become quite popular for facial animation.

  7. 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…

  8. Introduction There are some very interesting tradeoffs involved in visibility rendering, and many techniques to explore.

  9. 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…

  10. 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…