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Graphics Programming weekly - Issue 66 — December 9, 2018

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  • the final part of the series
  • presents how different GPUs are able to overlap the workload between
    • different async and graphics queues
    • work on the same graphics queue
  • presents how split barriers influence the overlap
  • additionally presents the ability of Windows to preempt GPU work when multiple applications are sharing the same GPU

  • slides for the fluid simulation used in Shadow of the Tomb Raider have been released
  • the content of the talk was discussed last week in issue 65

  • next part of the series about the development of a forward shading pipeline using the Unity scriptable render pipeline
  • implements support for directional, point, and spotlights
  • show how to interact with the Unity provided light culling system

  • object based shading approach designed for VR rendering
  • splits rendering into client and server operations
  • the server calculates visible geometry and object space shading
  • the results are stored into a shading atlas
  • the client receives a preprocessed vertex stream and the shading atlas
  • the visible geometry is rendered from a single vertex buffer and shading is applied from the information cached in the shader atlas
  • presents the memory management technique and mip-level selection

  • user created index-page for the Apple Metal documentation
  • contains links to samples, class documentation, best practices documents, tools and debugging helper

  • shows how to validate using image comparison and using a furnace test
  • how to implement a plastic and glass BSDF
  • make the ray tracer less biased through changes to the way the number of bounces is determined

  • Khronos talks from Siggraph 2018 Asia
  • talks about Vulkan
    • memory management, subgroup operations and the design of a FrameGraph style engine architecture
  • introduction to WebGL and overview of the latest updates to the GLTF format

  • series of videos walking through the implementation of a software renderer written in multithreaded C++ using SIMD
  • presenting the whole pipeline from vertex fetching, vertex processing, culling, projection, binning, rasterization, mipmapping and finally shading

  • explains why noise is significant in computer graphics and how to animate blue noise over time so that it retains its properties

  • video summary of variable rate shading
  • presents a few approaches that are used to drive shading rate selection
  • what options are exposed in Wolfenstein 2 and how they influence performance and quality

  • new encoding model for Ambient Highlight Direction (AHD) lightmaps that eliminate common interpolation artifacts
  • and how to fit AHD from spherical harmonics data

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