Jump to content
  • Advertisement
  • entries
    77
  • comments
    0
  • views
    14479

Graphics Programming weekly - Issue 76 — March 10, 2019

jendrikillner

568 views

  • a new technique for continuous level of detail generation of point clouds, designed for VF applications
  • additive point storage, each point is assigned to one level
  • compute shader used to iterate over all points, time-sliced over multiple frames, and builds a new vertex buffer that only contains required points
  • each point is classified into distinct LOD levels + a random factor, this makes it possible to allow the set to be changed continuously
  • points have a blend zone to reduce aliasing, in this zone point sizes are adjusted so that they gradually are blended to the final extent as the camera approaches the points
clod.png

  • explains how the lightning effect in The Witcher 3 has been implemented
  • based on a tree-like mesh that is expanded based on the normals and additive blending
witcher3_lightning.jpg

  • explanation of half-pel filters
  • shows properties of different filters common in video compression and how they perform when applied multiple times
  • common filters are “unstable” when executed multiple times
  • the feedback loop causes the results to be oversharpened until the results become unrecognizable
  • presents a filter that does not have a feedback loop problem and converges to a slightly softened but stable result
stable_filter.png

  • survey about the Vulkan memory allocator library
  • how it is used, how the experience is and what features are you used or are missing
vulkan.png
  • getting started guide that shows how to use the bgfx library
  • initialize the library and render a cube to the window
bgfx.jpg

  • overview of the state of graphics APIs in Rust
  • presents wgpu-rs, a higher level API based on the WebGPU API that is being designed for use in the browser
wgpu-shadow.png

  • overview of particle system samples that have been created with the Visual Effect Graph in Unity
  • including small video demonstrations of most effects
particles_unity.png

  • an unofficial updated version of Ray Tracing Gems with fixes for the errors found in the original book
raytracing_gems.jpg

  • presents how to find a GPU crash on a low-end Vulkan device
  • caused by a GPU driver timeout, requiring the work to be split into smaller submits
vulkan_example.png

  • overview of all sessions AMD is involved with during GDC 2019
  • will later also include links to the slides as they become available
gdc_logo_gpuopen.png

Thanks to Aras Pranckevicius for support of this series.


You would like to see your name here too? Become a Patreon of this series.


Read more



0 Comments


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!