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Graphics Programming weekly - Issue 78 — March 31, 2019

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Missed the content for March? Don’t worry. The summary is now availbale on my patreon: https://www.patreon.com/jendrikillner

  • part 3 of tutorial series in building a path tracer in Unity
  • shows how to trace a ray against a triangle and extends this by integration of Unity mesh interactions from the scene
  • new Nsight graphics release adds improved DXR support, D3D12 fence visualization and Vulkan support for the range profiler
  • whitepaper presenting the Autodesk uber surface shader based on the Arnold shading model
  • based on ten components that are layered and mixed hierarchical to form the final surface appearance
  • defines a “preview” model that simplifies the shading model for real-time use
  • shows the effect of the individual components and exposed parameters
  • partial Open Shading Language implementation is provided

  • presents how to render maps using WebGL
  • shows how to convert color maps to elevation
  • generate normal maps from a height map
  • apply soft shadows, ambient lighting and combine with color map information
  • collection of links to presentations from GDC 2019
  • collection of resources aimed at helping beginners get started with graphics programming
  • overview of Variable Rate Shading which is starting to become part of the D3D12 API
  • will have a two-tier hardware support level
  • tier 1: per draw shading rate changes
  • tier 2: can vary shading rate within a draw, with a screenspace image or per-primitive
  • next Windows update will add support for library subobjects
  • these allow configuring raytracing pipeline state from HLSL, removing the need for boilerplate C++ code
  • youtube playlist with all Khronos talks from GDC 2019
  • the author presents his thoughts on the current state of raytracing in games
  • where it can bring an advantage, weaknesses and the need for hybrid solutions
  • how it might influence art direction
  • explores a stable filter further
  • presents a new test that can be used to validate the filter quality better
  • performs experiments to find a filter that is stable and introduces less blurring than the filter discussed in part 1
  • ARM released a best practice guide for Vulkan
  • consists of runnable samples that show best-practices and shows common performance pitfalls
  • on-screen information visualizes the performance impact of different methods
  • look at the disassembly for parts of the skydome, sun, and stars shader from The Witcher
  • covers overview of color theory, color spaces, and encoding
  • presents what problems FreeSync 2 solves and what guidelines it requires hardware manufacturers to follow
  • list of best practices for ray tracing
  • how to manage the acceleration structure construction and building efficiently
  • how to manage pipeline objects, shaders, and resources
  • denoisers and memory budget
  • occupancy graph is now supported on Turing GPUs too
  • Variable Rate Shading is supported
  • a small article explaining the difference in the viewport coordinate system when using Vulkan compared to OpenGL
  • shows how to flip the viewport to match OpenGL convention
  • presents how to precalculate an energy preserving microfacet BRDF with a diffuse-like lobe
  • presents the authors’ views on “do”’s “do not”’s for the future use of raytracing in games
  • how RTX gives new opportunities and also challenges
  • performance vs. quality tradeoffs will still be required, and raytracing will not make this simpler

Thanks to Warren Moore for support of this series.

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

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