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Graphics Programming weekly - Issue 79 — April 7, 2019

jendrikillner

796 views

Missed the content for March? Don’t worry. Monthly summaries are availbale on my patreon: https://www.patreon.com/jendrikillner

  • provides a look at the 3DFX VOODOO1 GPU from the mid-90s
  • shows how the hardware and rendering pipeline was designed
  • comprising between the visual result of the software renderer and the GPU acceleration
3dfx_Voodoo.png
  • a tutorial that explains how to render grass using Unity
  • uses a mix of geometry and tesselation shaders
  • covers how to generate geometry from the geometry shader, explains tangent space, and adds vertex attributes
  • tesselation shader is used to control the density of the grass
  • wind is applied to make the grass move
  • lighting and shadows are added
grass-complete.png
  • walkthrough of a simple cloud shading setup using the Unity shader graph system
smoke.png
  • with Windows Server 2019 or Windows 10, version 1809 GPU acceleration for Direct3D based workloads is now supported in Docker
  • also enabled Windows ML hardware acceleration
overview-diagram.png
  • describes how cubemap pre-filtering for image-based lighting is done in Unity’s HD Render Pipeline
  • derivation of the filtering equation and comparison against the split sum approximation used in UE4
split_sum.png
  • windows update 19H1 supports GPI based validation with shader model 6, generated by the DXC compiler
d3d12.jpg
  • presents the Creation Graph
  • a graph-based system that allows the definition of functionality, which mixes GPU and CPU based work in a single graph
  • examples presented: cubemap filtering for image-based lighting and skybox rendering
creation-graph-skybox.png
  • collection of tweets related to a variety of tech art articles
  • many great looking effects
technically_art_12_sot.png
  • videos and slides for GDC 2019 have been released on the vault
gdc_logo.png
  • presents techniques used to alleviate ghosting in the TAA solution of “The Grand Tour Game”
  • uses the stencil to mark object groups and does not blend between with history buffer pixels when the stencils differ
  • uses per-pixel depth and velocity to disable TAA so as to further reduce ghosting on shadows
grand_tour.png
  • presents the coordinate conventions for Metal, OpenGL and Vulkan
  • how they differ and how to deal with the difference in a mixed API scenario
  • series part 1 of the reverse engineering of The Witcher senses
  • explains how objects are selected using the stencil buffer
07_final.jpg
  • reverse engineering of The Witcher sense effect
  • show how the outline for objects is generated
before.jpg
  • explains how the inputs from part 1 and 2 of the series are combined using a fullscreen effect
color_intermediate_01.jpg

Thanks to Max R.R. Collada for support of this series.


Would you like to see your name here too? Become a Patreon of this series.


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