- 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 of the original Pixar Reyes paper [7].
- Temporal Super Resolution via Multisampling Is anyone using temporal reprojection to improve MSAA?
- 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.
- 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 onprofessional productions as well. So I decided to do a test, and here it is:
- Visibility TAA and Upsampling with Subsample History Adventures in Visibility RenderingPart 1: Visibility Buffer Rendering with Material GraphsPart 2: Decoupled Visibility MultisamplingPart 3: Software VRS with Visibility Buffer RenderingPart 4: Visibility TAA and Upsampling with Subsample History
- Software VRS with Visibility Buffer Rendering Introduction
- Decoupled Visibility Multisampling Adventures in Visibility RenderingPart 1: Visibility Buffer Rendering with Material GraphsPart 2: Decoupled Visibility MultisamplingPart 3: Software VRS with Visibility Buffer RenderingPart 4: Visibility TAA and Upsampling with Subsample History
- Visibility Buffer Rendering with Material Graphs
- Face Scannning Services with Standard Deviation In partnership with Standard Deviation (sdeviation.com), we are very excited to announce new face scanning services in Los Angeles! These services are:3D Photometric Stereo Face Scanning4D Face CaptureHeadcam Face Capture
- Command-Line Photogrammetry with AliceVision (Tutorial/Guide) Do you need to automate a huge number of photogrammetry scans? Then I have some good news for you.