jendrikillner

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Montreal, Canada
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31 followers
166 entries
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jendrikillner
November 12, 2017
Graphics Programming weekly - Issue 16 — November 12, 2017

Announcing new DirectX 12 features [wayback-archive]

  • support for GPU heaps that persist a device removal MSDN

  • allow writing of U32 values directly from withing command lists MSDN

  • Depth Bounds Testing support MSDN

  • Programmable MSAA MSDN

World of Tanks: Graphical Update Technical Overview [wayb…

842 views
jendrikillner
November 05, 2017
Graphics Programming weekly - Issue 15 — November 5, 2017

2017 LLVM Developers’ Meeting: “Apple LLVM GPU Compiler: Embedded Dragons

  • explanation of GPUs
  • overview of GPU execution model
    • latency hiding
    • register usage
  • many compiler internals
    • optimizations and trade-offs that need to be considered
  • uniformity hoisting
    • compiler is able to extract constants …
832 views
jendrikillner
October 29, 2017
Graphics Programming weekly - Issue 14 — October 29, 2017

OpenCl -> Vulkan: A Porting Guide [wayback-archive]

  • why?
    • better cross-platforms support
    • more frequent driver updates
    • more tools
    • less driver overhead, up to 3x less
  • shows differences between the APIs
  • clspv a tool to compile openCL shaders to SPIRV

Bringing Galaxy on Fire 3 to Vulkan: Stats &…

780 views
jendrikillner
October 22, 2017
Graphics Programming weekly - Issue 13 — October 22, 2017

VK_KHR_dedicated_allocation unofficial manual [wayback-archive]

  • extension allows the driver to inform application that separate allocations are preferred
  • nvidia and intel need this extension to allow extra optimizations
  • how to use the extension

Material layering [wayback-archive]

  • overview of dif…
1,038 views
jendrikillner
October 15, 2017
Graphics Programming weekly - Issue 12 — October 15, 2017

Forward+ decal rendering [wayback-archive]

  • goals: avoid additional geometry, and don’t increase draw call count
  • extend the light structure to also support decals
  • cull the decals, sort them and apply them in the object shader just as lights
  • still has a few open problems, for example mip selection …
825 views
jendrikillner
October 08, 2017
Graphics Programming weekly - Issue 11 — October 8, 2017

Lightmap optimizations for iOS [wayback-archive]

  • lightmpas too big for the memory budget on iOS
  • using ETC2 as a replacement for DXT5 (same size, slightly less quality)
  • switched to per-vertex lightmaps
    • needed some art fixes
    • but reduced disk size to 17 % and most expensive runtime location to 25 %…
827 views
jendrikillner
October 01, 2017
Graphics Programming weekly - Issue 10 — October 1, 2017

real-time-rendering: an overview for artists [wayback-archive]

  • overview of
    • pbr
    • render pipeline
    • draw calls
    • culling
    • optimizations

Design Patterns for Low-Level Real-Time Rendering [wayback-archive]

  • overview
    • GPU/CPU memory systems
    • command lists
    • GCN resource descriptors
  • ring buffer
    • both GPU and…
809 views
jendrikillner
September 24, 2017
Graphics Programming weekly - Issue 9 — September 24, 2017

Real-time Global Illumination by Precomputed Local Reconstruction from Sparse Radiance Probes [wayback-archive]

  • realtime global illumination technique
  • using local precomputed data so that no long-range interactions is required between probes and receivers
  • receiver depends only on a constant numb…
848 views
jendrikillner
September 17, 2017
Graphics Programming weekly - Issue 8 — September 17, 2017

About GPU Family 4 - Metal 2.0 [wayback-archive]

  • tile-based deferred rendering (TBDR)
  • imageblocks
    • tile memory that can be acessed from the shader to create custom, tile local storage
    • can be shared between compute, and rasterization
  • tile shading
    • new programmable stage, allow access to all data …
841 views
jendrikillner
September 10, 2017
Graphics Programming weekly - Issue 7 — September 10, 2017

Which Compute ID for me? [wayback-archive]

  • easy to read overview of how compute shader ids are calculated for 1D and 2D processing
  • provides examples

Area Lights [wayback-archive]

  • explanation of specular light calculations for area lights (Sphere, disk, rectangle, tube light)
  • uses the Represent…
807 views
jendrikillner
September 03, 2017
Graphics Programming weekly - Issue 6 — September 3, 2017

Automated Testing of Graphics Shader Compilers

  • targeting GLSL
  • uisng metamorphic testing (generating families of programs that should yield identical results)
  • sucesfully used to find driver bugs and security issues

Efficient barycentric point sampling on meshes

  • unbiased random sampling of points …
772 views
jendrikillner
August 27, 2017
Graphics Programming weekly - Issue 5 — August 27, 2017

The vulkan device simulation layer

  • useful to simulate less capable GPUs by returning lower device limits via queries
  • pre-build device simulation layer
  • how to set it up and use it

Vulkan SPIR-V shader size reduction using spirv-opt

  • disusses which and how to order spirv-opt passes to reduce spir-v…
850 views
jendrikillner
August 20, 2017
Graphics Programming weekly - Issue 4 — August 20, 2017

Vega architecture whitepaper

  • support d3d12 feature level 12_1
  • HBCC supports 49-bit addressing
  • on-demand paging of local memory across the PCIe bus
  • all of the graphics blocks have been made clients of the L2 cache (no seperate color block caches)
  • next-generation geometry (NGG) path
  • Primitive shade…
918 views
jendrikillner
August 13, 2017
Graphics Programming weekly - Issue 3 — August 13, 2017

Circular Separable Convolution Depth of Field - acm.org

A basic Gaussian convolution can achieve linear time complexity by performing a horizontal and vertical pass. This is not possible when the target shape of the convolution is a circle. When performing a blur in the frequency domain it is pos…

914 views
jendrikillner
August 06, 2017
Graphics Programming weekly - Issue 2 — August 6, 2017

Rethinking Texture Mapping course notes

this course we will discuss various radically different ways to rethink texture mapping that have been proposed over decades, each offering different advantages and trade-offs

Ubershaders: A Ridiculous Solution to an Impossible Problem - dolphin-emu.org

895 views
jendrikillner
July 30, 2017
Graphics Programming weekly - Issue 1 — July 30, 2017

Naming Convention for Matrix Math - sebastiansylvan.com

naming convention for matrix to make transformations easy as slotting together Legos

This post mostly talks about row-major matrices. For more details about column-major matrices read this older post

Matrix maths and names - tomforsyth10…

988 views
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