Graphics Programming weekly - Issue 94 — July 21, 2019

posted in jendrikillner
Published July 21, 2019 Imported
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  • presents Axis-Aligned-Bounding-Tetrahedron (AABT) and Axis-Aligned-Bounding-Octahedron (AABO) as alternative approaches to axis-aligned Bounding Boxes (AABB) to build acceleration structures
  • displays the data structures in 2D and extends into 3D
  • showing results and possible proposals for more research into the topic
bvh_heatmap.png

  • frame breakdown of a single frame in the Anki engine
  • clustered deferred engine
  • discussing shadows, Screen space ambient occlusion, global illumination, Volumetric lighting/fog, reflections, tone mapping, and compositing
anki_frame.png

  • the article explains what wavefront path tracing is
  • how it enables efficient path tracing on GPUs
  • implementation provided in Lighthouse 2
wavefront_path_tracing.jpg

  • provides an overview of Vulkan pipeline caching
  • list of possible problems that can be encountered
  • different driver behavior and IO issues require user code validation
  • shows the system used by Roblox to validate the cache
vulkan.png

  • slides for the High-Performance Graphics 2019 conference are now available
  • topics include raytracing, 3D text rendering, denoising, many light techniques, shadows, VR and more
cropped-strasbourg-2-2.png

  • A Shadertoy that shows the different components the define physically based rendering
  • with explanations and demos of the separate components
pbr.png
  • GPU based validation in Vulkan has been updated
  • now supports more cases, the article explains which are currently supported
  • the whitepaper provides more details
lunarg.jpg

  • Radeon GPU Analyzer can now compile compute shaders to the target ISA without having to have the GPU installed in the host machine
  • the article explains how the shader compiler pipeline works and the different ways to express the required information
blog_img_keyboard_1920x700-1024x373.jpg

  • an article explains the dot product and how it relates to the plane equation
dot_product.png

  • shows how the dot product and axis define matrices
  • dot products can be used to decompose effects onto the axis
  • 3 axis represents a 3x3 matrix
matrix_and_dot.png

  • the article shows that with the inverse-transformation applied to a ray origin and direction
  • intersection tests can be done against the untransformed geometry
ray_trace_inverse_ray_rot3.png

Thanks to Stephen Hill for support of this series.

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