Jump to content
  • Advertisement
  • entries
  • comments
  • views

Graphics Programming weekly - Issue 69 — January 20, 2019

Sign in to follow this  


  • describes lookup table based (LUT) color grading in LDR color space
  • shows how to represent the 3D color space in a 2D image
  • LUT is embedded into the picture during color grading and later used to apply the transform at runtime
  • walkthrough of the implementation using Unity

  • explains how to port an existing iOS OpenGL application to use Metal
  • shows everything required for a spinning 3D cube on screen
  • including shader authoring, render pipeline creation, uploading of data from the CPU to the GPU and draw call execution
  • providing resources for future steps at the end of the article

  • implementation of ray marching
  • renders the back faces of the bounding volume to determine on which pixels raymarching needs to be done
  • simplified absorption model, ignoring the scattering effects
  • the vertex shader is used to calculate the ray direction and pass it to the pixel-shader
  • lookup texture is used to color to the greyscale information from the 3D volume texture

  • cellular noise created from a quadtree grid structure
  • presents a method that calculates the optimal order in which neighboring cells need to be visited in 2D
  • introduces how to generalize this into higher dimensions and provides a python script can generate lookup tables to store the optimal visit order
  • the technique reduces computation time by around 15%

  • explains how the distant rain shafts in The Witcher 3 are implemented
  • large cylinders in the distant use noise textures with UV distortion
  • reading back the scene depth buffer is used to fade out the effect on distance objects
  • reverse engineered source code provided

  • the first book on raytracing “An Introduction to Ray Tracing” from 1989 is now freely available as PDF

  • full path tracing implementation of Quake 2
  • implemented Vulkan and the RTX raytracing extension
  • uses an adaptive temporal filter for light transport paths to reduce noise

  • start of weekly curation of tweets about 3D (technical) art, shaders, and VFX

Read more

Sign in to follow this  


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.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!