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Graphics Programming weekly - Issue 98 — September 15, 2019

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  • interview discussing the details of the Gear 5 implementation
  • all post-processing and UI rendering is done post-upscaling in the output resolution
  • using Relaxed Cone Stepping for extra details instead of parallax occlusion mapping
  • a mix of shadow maps and ray-traced distance field shadows

  • tutorial explaining how to implement a Caustics effect in unity
  • uses a tileable texture, that is sampled multiple times
  • slight offsets in RGB sample locations allow for color shifting across channels

  • the article presents an overview of performance methodology to detect performance issues earlier
  • including the building of test scenes, early clarification of constraints and constant checking of assumptions
  • setting budgets early simplifies expectations and possibilities


Senior or Lead Graphics Programmer

(Helsinki, Finland)

Ubisoft RedLynx is a multiplatform game development studio located in Helsinki. Along with the hugely popular Trials series, we have developed and published more than 100 games and we are a passionate team of over 140 people of 21 different nationalities. We are seeking an experienced Graphics Programmer to join our core technology team in creating impactful game experiences

Would you like to advertise your job openings here too? More information

  • overview of the state of WebGPU in safari
  • Web Shading Language is a new text-based shader language, now supported
  • presents compile-time and size comparisons against SPIR-V based implementations

  • looks at the behavior of texture sampling in divergent code flows on different hardware
  • undefined behavior that is handled very differently depending on the GPU hardware

  • GPU assisted validation for VK_EXT_buffer_device_address
  • SPIRV-opt can now retarget shaders to use RelaxedPrecision without requiring source-level changes

  • the paper discusses the design of the Mitsuba 2 renderer
  • based on a combination of generic algorithms and composable compile-time transformations
  • demonstrates the approach with Polarized light transport, coherent Markov Chain Monte Carlo (MCMC) exploration, caustic design in heterogeneous media with multiple scattering

  • collection of tech art tweets, many gifs, and videos showing a large variety of effects and art styles

  • the paper proposes a new weighting heuristic for multiple importance sampling
  • taking into account variance estimations
  • shows how to integrate the solution into Bidirectional path tracing

  • the paper presents novel integral formulations for volumetric transmittance
  • it enables the use of Monte Carlo estimator variance analysis
  • comparison of different estimators for different scenarios

Thanks to Bruno Opsenica for support of this series.

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