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Graphics Programming weekly - Issue 72 — February 10, 2019

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jendrikillner

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This series can now be supported on Patreon. Vote on the roadmap and monthly summaries for December and January are available as reward tier.

  • presents how the RGB color representation is based on human vision
  • shows how to visualize the visual color range in chromaticity diagrams
  • presents the Rec. 709, sRGB, Rec. 2020 and XYZ color space
  • shows which color ranges can and cannot be represented in each space
rec_2020.png

  • Crytek removed all presentations from their website
  • a user has uploaded a backup copy of many presentations to his dropbox
crytek.png
  • presents how to optimize the compaction pass in a GPU culling pipeline
  • reduce memory bandwidth usage by taking advantage of shared memory and compression of data that needs to be processed
  • wrap level and shuffle instructions allow further optimizations
gpu_culling_pass_overview.png

  • shows how to simplify the math for constant time sphere indexing (the technique was described in issue 64
sphere_indexing.png

  • enables debugging of GPU hangs with D3D12 using Nvidia aftermath
  • allows trace comparison
  • Support D3D12 NVAPI Metacommand enabling DLSS
trace_comparision.png

  • presentations from Siggraph 2015 have been published
  • Deus Ex: Mankind Divided presentations covers:
    • shield and skin VFX,
    • parallax occlusion mapping
    • hair simulation and rendering
    • motion blur
    • color correction that allows changing the effect depending on the distance to the camera
  • Rise of the Tomb Raider presentation covers:
    • volumetric lights
    • sunlight shadows
    • ambient occlusion
    • procedural snow deformation
eido_siggraph_2015.png

  • overview of improvements to the system that allows D3D11 applications to be run using D3D12
  • improved threading behavior
  • new APIs will allow the underlying D3D12 resources to be requested from the D3D11 objects
d3d12_1.png

  • discusses author’s view on the state of low-level graphics APIs (Vulkan, D3D12, Metal)
  • presents how the abstraction level might not be the right one
  • too low-level for ease of use but too high-level to guarantee predictable performance on all platforms
graphics_apis.png

  • every few days a new preprint article from the “Ray Tracing Gems” book will be released
  • requires a free Nvidia developer account
ray_tracing_gems.png

  • part 2 of getting started with D3D12 for programmers with D3D11 experience, part 1 discussed in week 70
  • shows to create vertex and constant buffers
  • explanation of memory management and binding model
d3d12.jpg

  • shows how to sample a signed distance field in a Unity UI shader
  • signed distance field UI shaders allow the UI to be resolution independent
sdf_generation.png

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