- Adaptive Catmull-Clark Subdivision with Compute Tessellation Catmull-Clark subdivision is the standard for smooth surfaces in offline rendering, going back to Geri’s Game in 1997. Catmull-Clark recursively refines a mesh, allowingartists to author a low-poly mesh and subdivide it during rendering. It’s also a well-known tool in modeling for multi-resolution sculpting, particularly with ZBrush and Mudbox. Whenyou export a displacement map from ZBrush, it’s actually the displacement between the sculpted geometry and the subdivision surface. If we want games and real-time rendering to matchthe quality of film, we need to figure out how to support Catmull-Clark properly.
- Adaptive Compute Tessellation In the previous post, we talked about ways to tessellate a triangle with adaptive tess factors. Now it’s time to take the next step and actually tessellate a mesh.The goal of this post is to put together a reference solution, a baseline approach that works everywhere.
- 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