Graphics Programming weekly - Issue 58 — October 14, 2018

posted in jendrikillner
Published October 14, 2018 Imported
Advertisement
  • 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
distance_fields.png

  • slides from XDC (X.Org Developer’s Conference)
  • Vulkan timeline semaphores
    • allow increasing a 64-bit value on signal and wait on “greater than” a target value
    • unified system for CPU and GPU waits
    • look at how to implement them in the drivers
  • many more talks about OS-level graphic topics
khronos.png

  • compute shader based adaptive GPU tessellation technique using Mesh Shaders on Turing
  • up to ~25% rendering time reduction at high tesselation rates
mesh_shader_tesselation.png

  • explains the Vulkan ray-tracing extension
  • contains an overview of the ray tracing pipeline, the new shader types and how to interact with the API
  • shows how to generate the acceleration structure, update and compact it as required
ray_shaders.png

  • explains the mathematical foundation behind deep composition that allows compositing of volumetric effects such as fog
reproj_spot.png

  • walkthrough of the steps required to render the Moana scene in the authors custom path tracer
  • uses a binning scheme on rays combined with on-demand geometry loading to be able to render the scene on a 32 GB RAM machine
SelasBeachCam.png

  • discusses a change to the SDL render back-end that will batch CPU rendering commands to reduce the number of draw calls required
  • this will improve performance significantly
sdl_batching.png

  • next part of the series on gfx-hal usage (low-level graphics API for Rust)
  • adds support for loading and using vertex buffers
gfx_hal_part02_00.png

  • explains a water ripple system implementation that uses a top-down projection of ripples onto the water surface in a separate rendering pass
RippleTex.jpg

  • updated SDF function for a capped cone, round cone, and an ellipsoid
gfx26.png

If you are enjoying the series and getting value from it, please consider supporting this blog.

Support this blog

Read more

0 likes 0 comments

Comments

Nobody has left a comment. You can be the first!
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement