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Graphics Programming weekly - Issue 96 — August 04, 2019

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jendrikillner

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  • slides for the Advances in Real-Time Rendering in Games are starting to be released
siggraph_2019.jpg
  • a brief historical look at the rendering pipeline
  • what aspects mesh shaders can improve
  • explanation of programming model
  • what new programming approaches it enables
mesh_shading.png

  • overview of the interactive wind system in God of War
  • discussion wind fluid simulation, wind sources, receivers, and interactions
  • authoring pipeline, best practices, and algorithm implementation details
gow_wind.png

  • a presentation covering the volumetric effects of Red Dead Redemption 2
  • talks about the data model, rendering and scene integration
  • covering clouds, fog, sky, light shafts
red_dead_redemption.png

  • instruction set documentation for the new AMD RDNA GPU architecture
swizzle_buffer.png

  • frame breakdown of a Resident Evil 2
  • presents the different stages found in the frame
  • deferred rendering engine, heavy use compute and indirect draw
resident_evil.png

  • the article presents a distance for function for ellipsoid
  • how to improve it for better control and better interaction with other primitive types
gfx09.jpg

  • the article discusses how to build a correct CPU occlusion sorting structure
occluder_clipspace.png

  • collection of links to content from Siggraph 2019
siggraph_2019.jpg

Thanks to Nathan Reed for support of this series.


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