- a new technique for continuous level of detail generation of point clouds, designed for VF applications
- additive point storage, each point is assigned to one level
- compute shader used to iterate over all points…
Missed the content for Feburary? Don’t worry. The summary is now availbale on my patreon: https://www.patreon.com/jendrikillner
Ray Tracing Gems - hybrid rendering for real-time ray tracing- the chapter describes the hybrid rendering pipeline used in the PICA PICA demo
- us…
- in-depth discussion of color spaces
- shows how the color response curve influences which color absolute values are referring to
- explains how to match colors between different color spaces
- how to represent color spaces visually
- what negative color values represe…
This series can now be supported on Patreon. Vote on the roadmap and monthly summaries for December and January are available as reward tier.
Interactive light map and irradiance volume preview in frostbite- chapter from the Ray Tracing Gems book
- describes the real-time G…
This series can now be supported on Patreon. Vote on the roadmap and monthly summaries for December and January are available as reward tier.
Basic Color Science for Graphics Engineers- presents how the RGB color representation is based on human vision
- shows how to visual…
The results of the survey have been published here
Approximating water effects using terrain height maps part 1: Reflections- discusses screen space reflection and planar reflections techniques
- presented technique for reflections uses ray-marching against the terrain heig…
Thanks for everyone who filled out the survey. I closed the survey. I am analyzing the results and will post them later this week.
New in D3D12 – DRED helps developers diagnose GPU faults- D3D12 adds support for DRED (device removed extended data) in the latest windows in…
- describes lookup table based (LUT) color grading in LDR color space
- shows how to represent the 3D color space in a 2D image
- LUT is embedded into the picture during color grading and later used to apply the trans…
I am running a small survey to be able to improve the series further this year.
If you have two minutes to spare, please fill out the survey https://goo.gl/forms/nNPzrRpiMERIgtBl2
This week also contains articles that have been published during my vacation since issue 67
Learning D3D1…Thank you everyone for the support in 2018, this is the last post of the series for this year, the next post will be released on January 14, 2019.
I wish you happy holidays and a great start into 2019.
Unified Resource State Management for Vulkan and Direct3D12- explains…
- the final part of the series
- presents how different GPUs are able to overlap the workload between
- different async and graphics queues
- work on the same graphics queue
- presents how split barriers in…
- review of problems with classical APIs (OpenGL) and motivations for the creation of WebGPU
- presentation about Dawn, WebGPU implementation from Google
- splits into render passes that insert resource transitions between passes aut…
- a brief overview of the concepts of the ray tracing extension
- started integration with replacing screenspace AO and shadow map implementations
- how to implement ray trace reflections, techniques to reduce noise and optimi…
- overview of architecture
- multiple render backends are supported at the same time
- all GPU resources are referred to by a handle, resources can exist on multiple GPUs
- overview of the high-level command system that is reco…
- overview of the compute shader execution and pipeline model
- explains how instructions are executed, what the difference between uniform and non-uniform work is and how it relates to SGPRs and VGPRs
- using the example of te…
- paper on BRDF measurement which proposes a new parameterization that adapts to the behavior of the material
- able to significantly reduce the number of samples required
- published a new large datab…
- brief overview about what mips are and how to calculate mip selection in a rasterizer
- explains ray differentials, a technique that can be used for mip selecttion on primary rays
- discussion of problems with ray differentials on other…
- the complete 3rd edition of Physically Based Rendering is now online for free
- the post explains the history of the book and decisions that led to making the book available for free
- authors can be supported on https://www.patreon.com/pbrbo…
- explains an O(n) algorithm that calculates 2D distance fields by operating on rows and treating samples as overlapping quadratic parabolas
- shows ideas to visualize distance fields, generate tiling noise and some use-cases of distance field functions
- Vulkan stream - part 3
- fixing validation layer errors, explanation of pipeline barriers
- implementation of swap chain resize
- shader compiler integration with Visual Studio
- Vulkan…
- explains what variable rate shading is and what use cases it enables
- a control texture allows varying of the shading rate on a 16x16 pixel grid
Turing Multi-View Ren…
- new shader stages on Turing that allows the generation of primitives for direct consumption by the rasterizer
- task shader: emits mesh shader workgroups
- allows work on larger clusters, the selection of mesh resolution, …
- mesh shader: ge…
I am going to be on vacation for the next two weeks so this series will take a small break and will return on September 24th.
Pseudo-bandlimited pixel art filtering in 3D – a mathematical derivation- presents a filtering approach for a pixel art style in a 3D environment …
- video for the talk that was discussed in issue 42
- an in-depth overview of color, color spaces, and color transformations
- discussion of HDR standards
- ACES pipeline overview
- implementation of HDR pipeline covering:
- tone curv…
- slides for the layered real-time shading model discussed in issue 38
- using a statistical analysis of light transport in layered structures
- a visual explanation of the statistical analysis framework
- presentation of results, comparis…
- using ideas from imperfect shadow map point-cloud rendering to implement reflections
- generates a point cloud around the track
- screen space pixels that are close to points of the point cloud transf…
- great in-depth discussion of the full PBR rendering pipeline, documentation for the Filament engine
- base BRDF model, extended with support for clear coat layer, anisotropic surfaces, and cloth
- explanation of lighting units and …
- explanation of frame stuttering
- provides videos and frame by frame comparisons of what is causing the stutter
- explains how the discrepancy between measured time and actual present time causes the studdering issue
- current state of graphics API ecosy…
- the history behind the release of the Disney datasets of large-scale scenes
- comparison of the scene rendered using Disney’s renderer and PBRT 3
A High-Performance Software Graphi…
- explanation of partial derivates in pixels shader, (ddx, ddy in HLSL or dFdx, dFdy in OpenGL)
- the rate of change for variables in a 2x2 pixel grid
- how they are calculated, how they can be used to calculate face normals from wo…