Graphics Programming weekly - Issue 52 — August 19, 2018

posted in jendrikillner
Published August 19, 2018 Imported
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  • 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, comparison against stochastic references and discussion of limitations of the technique
beetle.png

  • slides for the technique discussed in issue 45
  • explanation of problems with linear blending
  • how contrast-preserving blending is able to mitigate some of these problems
  • presents a histogram-preserving blending algorithm that has many use cases besides the introduced procedural texturing technique
  • whenever you blend
    • weighted data: use premultiplied blending
    • data chosen randomly: use histogram-preserving blending
hpg2018_teaser.png

  • video discussing a fully automated UV unwrapping tool
  • explains all steps of the pipeline that tries to find the best projection technique for local parts of the model
  • tool available for licensing
uw_unwrap.png
  • added pixel history view for D3D12 and added support for support for Vulkan ray trace extension
  • new GPU trace activity view visualizes the GPU utilization in more detail
  • provides a breakdown of wrap level activity, connected to events and performance markers
nsight.jpg

  • overview of the PICA PICA hybrid raytracing pipeline
  • thought about DirectXRaytracing constraints related to acceleration structures
  • presentation of a texture LOD technique developed with Nvidia
    • preprint available here
  • Pica Pica assets are avaible with with a non-commercial license on sketchfab
pica_pica.png

  • comparison of 3 techniques to generate blue noise
  • visual quality comparison of three methods to generate blue noise
  • the void and cluster technique produces the best results in the test
blue_noise_90.png
  • integration of spherical harmonics over spherical polygons
  • using a closed form expression with linear cost
  • shows applications for area lights and approximating shadows from area lights
sh_integration.png
  • Nvidia open sourced the MDL SDK (Material Definition Language)
  • set of tools that allow materials to be shared between different renderers
  • can generate texturing functions for multiple backends; however the GLSL backend is NOT part of the open source release
mdl.jpg

slides and video for the “Introduction to DirectX RayTracing” track from Siggraph 2018 have been released

introDxrTeaser.png
  • the pdf version of the Ray Tracing Minibooks series has been released for free
ray_tracing.png
  • growing collection of links to SIGGRAPH 2018 content
siggraph18.png
  • new GPU architecture from Nvidia
  • dedicated ray tracing hardware
  • volta cores have int8 and int4 support
  • support for variable rate shading
turing.jpg

  • slides and videos for the Khronos talks from SIGGRAPH 2018
khronos.png
  • list of author’s favorite papers with a brief summary of the content
siggraph18_summary.png
  • slides for the Siggraph course about the fundamentals of color science and color management for games and film
color_science.jpg

  • slides for the Siggraph course
  • provides an overview of all API interfaces required to render 3D meshes
vulkan.png

  • fully vulkan 1.1 compatible
  • support for VK_EXT_conditional_rendering, VK_KHR_8bit_storage
vulkan.png

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