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Graphics Programming weekly - Issue 73 — February 17, 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.

  • chapter from the Ray Tracing Gems book
  • describes the real-time GI preview system developed for the Frostbite engine, runs on the GPU asynchronously to the editor
  • uses an irradiance cache light map approach with denoising applied
  • presents performance and results of different acceleration techniques
frostbite_gi_system.png

  • shows the frame breakdown of Shadow Fight 3
  • rendering approach designed to reduce the number of draw calls
  • explains how the rendering system was designed to take advantage of the game design constraints to find very cheap solutions for lighting, shadows, and reflections
shadow_fight_3.png
  • presents performance optimizations done for the 2D rendering system
  • reducing overdraw for blended objects
  • discussion of texture compression formats for detailed 2D pixel art
  • using YCoCg-DXT compression to split luma and chrominance
  • requires two textures instead of 1 but still a performance win for the game
fff_texture_compression.png
  • shows how to set up full-screen quad geometry data so that attribute interpolation can be used to generate the camera rays in a vertex and pixel shader with few instructions
perspective.png
  • card deck that introduces visual shapes and GLSL code required to create them
  • combined with The Book of Shaders (by the same author) it provides a good starting point for artistic shader projects
PixelSpirit.png
  • presents a brief look at the performance of emulating a custom command buffer format on top of OpenGL
  • notices a 7% overhead from the command buffer parsing
opengl_command_buffers.png
  • explains how to create a pulsating vertex effect using Unity Shader Graph and the lightweight rendering pipeline
  • shows how to set up the shader node graph and control parameters it from C# scripts
vertex_effect_unity.png
  • shows how debug compute shaders when using BGFX
  • a brief introduction into what is necessary to compile the project
  • explains how to compile shaders so that debug information is available and can be used with RenderDoc and the Visual Studio Graphics Debugger
bgfx_debugging.jpg
  • open-source AMD Linux driver adds support to use async compute to cull primitives before the vertex shader stage
driver_primitive_culling.jpg
  • added support for ray and path tracing for the D3D12 backend
  • low-level abstractions and high levels features have been implemented
  • includes GI path-tracer to generate reference images directly in the editor
  • preview for render graph API
unreal_422.png
  • Unity provides a plugin that implements the tiling stochastic texturing approach presented in issue 68 and 45
  • source code for shader and offline precomputation step is provided
wood_tiling.png
  • list of Unreal events/talks/presentations that will take place at GDC
unreal_gdc_2019.jpg
  • presents a brief history of the development of WebGL and it’s adoption
architosh_webGL.jpg
  • presents the equations necessary to express point- and directional lights when only area lights are supported
  • presents a simplistic approach to tone mapping results from a renderer

Thanks to Angel Ortiz @aortizelguero for support of this series.


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