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Graphics Programming weekly - Issue 86 — May 26, 2019

jendrikillner

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  • 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
article_database.jpg

  • 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
Binomial_Universal_textures.png

  • collection of VFX tweets of the week
  • tutorials, demos, and showcases of great looking effects
technically_art_19.png

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

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

  • 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
thesis_ao.png

  • 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
sparseRT.PNG

  • 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
Variable_Rate_Shading.png

  • 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
unreal_fest.png

  • 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
DirectDeltaMushSkinning.png

  • 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
multi_gpu.png

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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