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Graphics Programming weekly - Issue 67 — December 16, 2018

jendrikillner

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Thank you everyone for the support in 2018, this is the last post of the series for this year, the next post will be released on January 14, 2019.

I wish you happy holidays and a great start into 2019.

  • explains the state management system implemented for the Diligent Engine
  • resources states are exposed on D3D12 style semantic for barriers
  • allows mixing of automatic and manual explicit state management
    • the developer can choose to disable automatic transitions on a per resource basis
    • can switch on a per-resource basis at any time during the frame
DiligentGraphics.png

  • course notes for the Siggraph Asia 2019 course
  • presenting the newest developments and techniques used during The Incredibles 2
  • talking about Simulation & FX, Rendering & Compositing and Real-time Tools to allow quicker iteration time
  • overview of subdivision surface representations for use with OpenSubdiv
pixar.png

  • explains the parallax mapping technique used to represent the interiors of buildings as seen through windows
  • broken into multiple layers to separate window frames, curtains and interior of the room
  • baked separate light texture to allow night time for interiors
forza.jpg

  • explains sparse binding and residency
  • sparse binding lifts the requirement that resource memory needs to be fully continuous in memory. Instead, memory is managed with pages that can be mapped at non-continues offsets
  • sparse residency lifts the requirement that the complete resource needs to mapped. For example, only parts of a texture atlas could be mapped
sparse_resources.png

  • describes how the histogram of pixel brightness is collected using a compute shader in The Witcher 3
  • the system allows a dynamic weighting of pixels that origin from the sky
witcher_input.png

  • explains how to use D3D12 to calculate a histogram of pixel brightness in a compute shader
  • shows how to use a per-bin weight to calculate the luminance for the exposure step
HistogramLuminance.png

  • part two of rasterization implementation article series with C++
  • shows how to extend the rasterizer into 3D
  • now implements the necessary pipeline to project vertices from object space into clip space for rasterizations
  • adds support for depth testing and index buffers
rasterization_part2.png

  • RenderDoc survey looking to gather information about the user experience, stability, development experience, API and platform coverage
  • help to set the direction for future developments
renderdoc.png
  • presenting an overview of next-generation Intel architecture
  • will support adaptive sync, tile-based rendering, coarse pixel shading
intel_graphics.jpg

  • acceleration structure visualization for DXR (DirectX Raytracing) and Vulkan
  • serialize DXR application to a C++ capture is now supported
  • added Vulkan pixel history support
Nsight_1.png

  • added support for OpenCL profiling
RGP_BarriersOpenCL_1.png
  • new AMD driver adds support for VK_EXT_inline_uniform_block, VK_KHR_swapchain_mutable_format, VK_EXT_scalar_block_layout and sparse extensions

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