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Graphics Programming weekly - Issue 87 — June 2, 2019

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  • presents how ray tracing is integrated into the High Definition Render Pipeline (HDRP)
  • a brief overview of the Unity raytracing API integration
  • shows how different effects have been implemented
  • including optimizations and performance results

  • shows how to use HLSL to write a raytracing implementation using the Nvidia Vulkan extension
  • uses recently added DXC support to compile the shaders
  • updated docker image to provide the shader compiler support

  • presents how the Unity demo was made
  • overview of skin/hair/eye/teeth shading
  • facial animations used scanned information, at runtime need to resolve positions for hair
  • details about how the tentacles were created for the different use cases
  • based on Hermite splines, signed distance fields and divergence-free noise and skinning

  • overview of the deferred decal solution
  • uses bindless resource binding model
  • decals are part of lighting shader and don’t modify the Gbuffer
  • presents use-cases, common problems, and optimizations for deferred decals
  • includes a lot of code samples to explain the concepts

  • a new release, range profiler provides detailed metric graph about the performance of the application
  • rules can be written to trigger custom performance warnings
  • ray tracing acceleration structures can be exported and inspected independently

  • summary of the Quake II path tracing implementation
  • presented in 3 video parts with notes
  • covering Path Tracing theory, denoising and the path tracer implementation

  • Nvidia helper library to simplify the integration of Variable Rate Shading
  • the user only needs to provide eye positions and select performance presets
  • the library creates/updates/manages the required API resources

  • the author presents what makes a graphics system paper
  • papers that introduce new systems and are not necessarily introducing new discoveries
  • provides what paper authors and reviewers should focus on

  • new point based shadowing algorithm for local area lights
  • better quality than single view and less performance required than multi-view solutions
  • generate a multi-viewpoint pointset for the area light
  • projecting points into many depth buffers at once

  • tutorial series covering Unity’s scriptable render pipeline
  • explains how to combine real-time lighting with baked shadows

  • presentations that talks about the state of rendering
  • how did we get to today’s state and what might be the next steps
  • ideas about challenges, workflow, and research
  • meant to challenge ideas and start a discussion
  • new representation approach for spectra
  • shows use in offline raytracing and real-time D3D12 application
  • a variable number of momements can be used to match quality and performance constraints
  • the source provided in C++, HLSL, and Python

Thanks to Matt Pharr for support of this series.

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

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