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Graphics Programming weekly - Issue 85 — May 19, 2019

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  • shader tutorial aimed at beginners that teaches shader fundamentals using Panda3D and GLSL
  • starting with the basics of coordinate spaces, and GLSL shaders
  • shows how to implementing texturing, lighting, normal mapping
  • additionally outlining, fog, bloom, screen space ambient occlusion, depth of field and several stylization techniques

  • explains tone mapping terms and how the human vision perceives changes in luminance
  • the viewing environment has a significant influence on the perceived dynamic range
  • shows how different display technologies deal with bright pixels and what artifacts they produce
  • FreeSync provides information about the HDR capabilities of a connected to monitor to the application to be able to adjust the tone mapper accordingly

  • paper on path trace denoising
  • aimed at interactive scenarios with 1 sample per pixel
  • using linear regression and temporal anti-aliasing combined with many problem-domain specific improvements

  • Vertex Descriptors in Metal allow the programmer to describe the memory layout of vertices
  • shader compiler inserts the necessary fetch logic to read the data correctly
  • this allows decoupling of vertex memory layout from the usage in shaders

  • shows how to implement Asymmetric Projection
  • adjust the projection on a render-to-texture in 3D space so that it appears as if the viewer is looking through a portal into another 3D space

  • the new version adds support for hardware-level tracing on an instruction level
  • now shows the ISA inside of the pipeline view too
  • support for user markers have been added
  • a small overview of how to interpret the provided data

  • the tutorial shows how to use BGFX running on Linux
  • initialize BGFX, load shaders, and models and draw a cube on screen

  • example project for a course teaching the basics of shader development using Unity
  • covers vertex, pixel, surface shaders
  • additionally talks about Shader Graphs and post-processing

  • collection of VFX tweets of the week
  • tutorials, demos, and showcases of great looking effects

  • presents what kind of approximations are still required to be done in Physically Based Rendering
  • opens the question that we should start looking at the approximations to determine where to focus on for the next generation of visuals

  • proposal of requirements that would allow WebGPU to be used as a common cross-platform abstraction

Thanks to Deepak Surti for support of this series.

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

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