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Graphics Programming weekly - Issue 78 — March 31, 2019

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jendrikillner

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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
bunny-reflecting.jpg
  • new Nsight graphics release adds improved DXR support, D3D12 fence visualization and Vulkan support for the range profiler
dxr_debug.png
  • 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
surface_layers.png

  • 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
good-tiled.png
  • collection of links to presentations from GDC 2019
gdc_logo.png
  • 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
VRS-Tier-2-ssimage.png
  • next Windows update will add support for library subobjects
  • these allow configuring raytracing pipeline state from HLSL, removing the need for boilerplate C++ code
d3d12.jpg
  • youtube playlist with all Khronos talks from GDC 2019
Khronos-GDC-19-Events.jpg
  • 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
image-2-1.png
  • 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
stable_filtering.png
  • 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
Vulkan-Best-Practices.jpg
  • look at the disassembly for parts of the skydome, sun, and stars shader from The Witcher
sun_an_sky_witcher.jpg
  • covers overview of color theory, color spaces, and encoding
  • presents what problems FreeSync 2 solves and what guidelines it requires hardware manufacturers to follow
fs2_explanation.jpg
  • 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
raytracing.png
  • occupancy graph is now supported on Turing GPUs too
  • Variable Rate Shading is supported
occupancy.png
  • 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
example_vk.png
  • presents how to precalculate an energy preserving microfacet BRDF with a diffuse-like lobe
ggx.png
  • 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
Call-of-Duty-Infinite-Warfare.jpg

Thanks to Warren Moore for support of this series.


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