Graphics Programming weekly - Issue 153 — October 18, 2020

posted in jendrikillner
Published October 18, 2020 Imported
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GPU-Motunui

  • the post explains the implementation of a path tracer that enables the rendering of the Disney Moana island dataset on an RTX 2070
  • provides an overview of the memory management strategies and scene splitting

Watercolour Shader Experiments

  • the Unity-based effect presents how to create a watercolor rendering style
  • uses a combination of object shaders, decal effects, and fullscreen post-processing

Fast Eulerian Fluid Simulation In Games Using Poisson Filters

  • the research presents a 2D fluid simulation in a 3D scene used to generate fire effects
  • explains separable Poisson filters that are used to fluid simulations
  • the demo video shows the technique interact within the 3D world to respond to wind, collision, and other forces

Geometry Shaders in URP

  • the Unity tutorial provides a brief overview of the rendering pipeline
  • provides an overview of vertex/geometry/pixel shaders
  • presents how to use the geometry shader to generate normals using a cube to sphere morph as an example

HSV Shader Graph – Hue Saturation Value

  • the tutorial explains HSV color space and presents how to implement conversion
  • an example implementation is accomplished using Unity shader graph

Blowing bubbles with Shader Graph

  • the article presents how to implement the rendering of a soap bubble in Unity

[Video] Vertex animation textures, beanbags and boneless animations

  • The video tutorial explains how vertex animations can be stored and played back from textures
  • shows how to export animations from blender
  • describes how to use the exported data inside of a Godot shader

Does subgroup/wave size matter?

  • the articles presents an overview of the GPU execution model, how divergent control flow is handled
  • presents a statistical analysis of the relation of control flow and wave sizes
  • derives three categories that conditions can be split into

Framebuffers, WGPU and Rust

  • the article explains the terms required to understand the initialization of a webGPU application
  • shows how to call the API from Rust

Hash Functions for GPU Rendering

  • the paper presents an evaluation of deterministic hash functions
  • compares the performance and quality of several techniques
  • presents how to extend the dimensionality of hashing functions

Thanks to Lesley Lai for support of this series.

Would you like to see your name here too? Become a Patreon of this series.

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