Jump to content
  • Advertisement
  • entries
    62
  • comments
    0
  • views
    7733

Graphics Programming weekly - Issue 61 — November 4, 2018

Sign in to follow this  
jendrikillner

511 views

  • paper on BRDF measurement which proposes a new parameterization that adapts to the behavior of the material
  • able to significantly reduce the number of samples required
  • published a new large database of measured BRDFs that have been captured using this technique
Dupuy2018Adaptive_teaser.jpg

  • presents an architecture overview of the engine
  • render backends are implemented as DLLs that can be reloaded at runtime
  • multiple backends can be loaded at the same time
  • resource handle system that allows the same resource to point to physical instances on multiple GPUs
  • GPU work is recorded into an abstract command stream that is later compiled into API specific format
  • render graph system that manages resource transitions, lifetimes, and execution order
  • showcase of shader binding model
    • using HLSL spaces concept to separate between update frequencies
    • explanation how the HLSL resource binding model was emulated with SPIR-V using shader patching
halycon_vulkan.png

  • discusses considerations when designing memory components for use with gfx-hal (rust graphics API abstraction)
  • proposes not to use a general purpose allocator but instead to implement simple allocator components and combine them into context-aware allocators on a higher level
gpu_memory_rust.png

  • open source path tracer implemented using the DirectX Ray Tracing API
DXRPathTracer.png
  • presents a technique for font rendering that operates on coverage instead of visibility
  • this allows fonts to remain sharp when moving on the screen and at varying font sizes
  • for each pixel in a glyph, a 4x4 sub-sample grid of visibility samples is calculated ahead of time
  • explains how to use this coverage mask to implement font rendering
  • covering how to sample the coverage mark correctly for axis-aligned font rendering
art_regular_grid_vert_mask.png

  • new PIX version that supports the final DirectX Raytracing API version
pix_accel_view.png

  • full Linux support for Vulkan and OpenGL 4.5
  • support for final DirectX Raytracing API and new supports Vulkan extensions such as VK_NV_shading_rate_image, VK_NVX_raytracing
nsight_vulkan.png

  • shows that BC7 encoders produce compression artifacts when the alpha channel is unrelated to the RGB channels
  • presents a heuristic to decide what BC7 mode to use on a per-block basis to improve the compression
bc7_compression_problems.png

  • case study of a performance regression in League of legends
  • presents what performance data they collected
  • shows what problems they had with the existing data and how a better aggregation of performance data into distinct buckets allows better detection of performance regressions
missingmilliseconds_10.png

  • provides best practices for applications that use the RTX API
  • talks about acceleration structure creation and updating
  • how to improve memory usage, improve performance and best practices for shader authoring and compiling
ray_tracing_intro.png

  • presents how to reduce light leaks in a large scale global illumination system
  • each geometry is associated with markup information about visibility zones
  • GI light data is only applied if two pieces of geometry are in the same visibility zone or are visible through connected portals
room_volumes_portals.png

  • comparison of two libraries to compress SPIR-V shaders SMOL-V MARK-V
  • compares for compression ration, decompression speed, and library size
  • MARK-V achieve great compression results, but the library has a large memory footprint and is slow at decompressing the data
SMOL_vs_MARK.png

  • a tutorial that explains how to create a custom shader for use with the scriptable render pipeline in Unity
  • teaches how to interact with constant buffers
  • presents what is required for GPU instancing to be supported by a shader and how to pass custom per-material data to the instanced meshes
cubes-spheres.png

  • mesa gallium driver that implements partial support for OpenGL 2.1, and OpenGL ES 1.1 and 2.0 on top of Vulkan
  • talks about why this project was started, and what is and is not supported at this point
zink-architecture.png

  • shows how the lighting system in the 2D game was implemented
  • making heavy use of color remapping LUTs
  • sprites have normal maps, lights move in 3D space with custom light falloffs for lights moving behind sprites
  • discusses how shadows and fog are applied
  • presents how a deformation shader is used to simulate wind
Graveyard_tod.png

  • optimizing mesh shading pipeline, can now reach >20B triangles/second (input triangles, before cone culling)
niagara_mesh_shader_kittens.png

  • adding per object transformation and depth buffer support
  • switched to using multi-draw indirect for classical and mesh shader based pipeline
niagara_multi_draw_indirect.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!