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Sébastien Lagarde

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Random thoughts about graphics in game

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Sébastien Lagarde

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2025-12-07 03:17:54

raw text

Sébastien Lagarde | Random thoughts about graphics in game Sébastien Lagarde Random thoughts about graphics in game Search: Home All posts and recent updates About Posts Comments Use "All posts and recent updates" in the Menu to natigate this blog Siggraph 2018: The Road toward Unified Rendering with Unity’s High Definition Render Pipeline September 3, 2018 1 Comment The slides of my and Evgenii Golubev talk “The Road toward Unified Rendering with Unity’s High Definition Render Pipeline” in the advance realtime rendering course at Siggraph 2018 are available here: http://advances.realtimerendering.com/s2018/index.htm This talk is about the architecture of Unity’s High Definition Render Pipeline (HDRP – Lighting, Material, Decal) from a high level perspective and it provide some implementation details about our BRDF and volumetric lighting algorithm. The initial goal of this talk was to share as much as possible the new stuff that we have develop for HDRP...

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