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Graphics Programming weekly - Issue 105 — November 3, 2019

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jendrikillner

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  • the post introduces new D3D12 features available with latest win10 preview version
  • DirectX Raytracing Tier 1.1 introduces ExecuteIndirect, dynamic raytracing PSO additions and Inline Raytracing
  • Inline Raytracing allows RayQuery to be called from every shader stage
  • DirectX Mesh Shader are similar to nvidia mesh shaders, allowing more flexibily in the vertex processing pipeline
  • DirectX Sampler Feedback allows the recording of which parts of textures have been accessed
  • enabling more fine grained streaming and texture space shading scenarios
MeshShaderPipeline.png

  • the video explains the basic of shaders in Unity for beginners
unity_shaders_intro.png
  • the ARM developed sets of samples to showcase best practices for Vulkan on mobile is now open-source and part of Khronos
  • article has list of samples and tutorials for a number of different areas
arm_khronos.jpg

  • Khronos published a unified Vulkan Samples Repository
  • all samples are based on the same framework and have been reviewed and are maintained by Khronos
2019-vulkan-samples-banner.jpg

  • the article shows the Unity shader implementation for stylized and unlit grass
  • a geometry shader is used to spawn a variable number of grass blades based on camera distance
  • grass movement by wind is emulated with a displacement texture
grass_shader.png

  • starts by showing how to create a small 2D world procedurally
  • small overview of explicit vs implcit surface ray tracing
  • then shows the steps used to render a procedural mini planet
  • including ocean waves, mountains and clouds
tiny_planet.png

  • the video presents how to derive the SDF for a box
sdf_box.png
  • summary of SIGGRAPH 2019 for a hybrid solution between temporal anti-aliasing with adaptive ray tracing
  • using heuristics to detect when adaptive ray tracing provides the best improvements
adaptive_ray_tracing.png

Thanks to Michael Riegger for support of this series.


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