Graphics Programming weekly - Issue 93 — July 14, 2019

posted in jendrikillner
Published July 14, 2019 Imported
Advertisement
  • explains a renderer architecture that separates command generation from execution
  • commands have an associated sort key that is used to determine the execution order
  • shows how to handle materials, resource updates and some advice for debugging such a system
multithreaded_command_buffer.png

  • video recording of the i3D keynote discussed in detail in issue 88
  • additionally contains the QA that is not covered in the slides
fc5_night.jpg
  • survey by the ASTC Khronos group to understand compression use in games
khronos-group-logo.png
  • a paper about a new hair rendering technique
  • the technique is a hybrid between strand-based rasterizer and volume-based raymarching
  • example implementation is available here
hybrid.jpg

  • video recording of the talk discussed in detail in issue 87
the_surge_2_decals.png
  • explains how to implement line lights
  • using a Most Representative Point (MRP) approximation
  • finds the point with the most significant contribution along the line and treats that as point light source
LineLight_ShaderToy.jpg

  • D3D12 motion estimation support exposes access to the motion estimation hardware found in supported GPUs
  • resolved motion vectors are stored in 2D textures, ready to be used by other application stages
  • the article presents the API
XII_BLACK_1kx1k.jpg

  • discusses a new renderer project aimed at providing a high-performance to enable ray tracing research
  • split into layers to provide application logic, scene representation and actual render codes
  • render codes are plugins that can be shared
turing.jpg

  • shows how to compile the Basis command line tool
  • use it to compress a texture
  • and runtime code required to load it into a metal application
front-cover-promo.png

  • the timing capture view now supports GPU workload visualization
  • the article shows the different features
  • overlapping GPU work on the same queue and on different queues can be visualized
ShowingOverlappedWork.png

  • the article explains how to use the DXC compiler API
  • compile a shader, shader reflection, and signing
19-7-11-dxcompiler-available.png
  • updated page with all raytracing related sessions, talks and papers from Siggraph 2019
siggraph2019.png
  • Twitter thread about modern APIs
  • strengths, weaknesses, opinions, and suggestions for an alternate design
vulkan.png

Thanks to Cort Stratton for support of this series.

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


Read more

1 likes 0 comments

Comments

Nobody has left a comment. You can be the first!
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement