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Graphics Programming weekly - Issue 86 — May 26, 2019



  • database with articles that were previously covered in Graphics Programming Weekly
  • central location that aims to make it easier to discover/rediscover graphics programming information

  • open source release of the Basis Universal texture codec
  • similar compression as .jpeg but allows textures to stay compressed on the GPU
  • transcode from a common format into compressed GPU formats at runtime

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

  • presents the GPU based light mapper implemented in Unity, based on Radeon Rays
  • how to design for GPU occupancy and efficient cache usage

  • overview videos of the hair rendering in Frostbite
  • later parts will contain details about the implementation

  • master thesis trying to answer if raytraced real-time ambient occlusion is a viable option for games
  • providing path tracing theory, an overview of implementation (Vulkan)
  • presents the theory behind ambient occlusion
  • comparison for performance and quality with existing real-time techniques

  • proposed antialiasing technique combines rasterization with ray tracing
  • uses ray tracing to collect extra samples when information from previous frames is not available
  • run FXAA on the fast moving parts on the edges of the screen to reduce cost

  • Microsoft GDC 2019 presentation about variable rate shading (VRS)
  • presents the history of techniques and what problems VRS is designed to solve
  • how VRS works
  • introduction into the API
  • how it performs on Intel hardware
  • results by Firaxis in Civilization

  • presentation video recordings have been released
  • a large variety of topics are covered
  • VFX, modern rendering features for 2D games, layer materials, raytracing, color management, Vulkan and many more

  • a new skinning algorithm that removes the need for iterative calculations from delta mush skinnings
  • the algorithm aims to reduce the manual skinning requirements
  • quality comparison against existing skinning techniques

  • a master thesis that demonstrates how to use multiple GPUs with Vulkan
  • comparison of sharing work by dividing the screen or recomposition of rendering results

Thanks to Jhon Adams for support of this series.

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

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