Jump to content
  • Advertisement
  • entries
    62
  • comments
    0
  • views
    7730

Graphics Programming weekly - Issue 58 — October 14, 2018

Sign in to follow this  
jendrikillner

1073 views

  • 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

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!