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Graphics Programming weekly - Issue 88 — June 9, 2019

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  • the presentation explains the stages a triangle is passing through while being processed for rendering
  • starts with a brief look at the software layers
  • provides more details on lower-level hardware layers

  • Windows Version 1903 adds a new variable refresh rate option
  • enable VRR in older D3D11 games if the hardware supports it

  • beginner level explanation of the rendering pipeline for games
  • explains how game worlds are defined, and models are converted into something that can be seen on the screen

  • explains what a Vulkan pipeline cache is, why developers want to use it
  • presents best-practices

  • keynote from I3D presenting the challenges modern open world games such as FarCry need to solve
  • presents an in-depth case study for Multiscattering BRDFs & Area Lights
  • research investigation, implementation combinations with other techniques

  • part 1 of article series about Global Illumination
  • overview of terms and concepts required to understand Global Illumination solutions

  • a paper about Dynamic Diffuse Global Illumination solution
  • builds on the terms explained in the previous article
  • presents an overview of the problems the technique tries to solve
  • provides implementation details

  • collection of best practices and pitfalls when using Vulkan on Nvidia hardware
  • many of the guidelines should apply to other hardware manufacturers too

  • the article presents a comparison between two different sampling strategies for environment maps
  • tested on three environment maps with very different characteristics

  • presents an overview of what requirements need to be met on AMD to enable color compression on render targets
  • and what causes DCC to be disabled
  • look at barriers and copy queue usage

  • presentation with a collection of options and debug modes that help with debugging
  • provide a safe mode to disable optimizations and use API validation layers
  • overview of tools available and APIS to add more debug information

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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