Graphics Programming weekly - Issue 106 — November 10, 2019

posted in jendrikillner
Published November 10, 2019 Imported
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  • the paper presents a modification of histogram-preserving tiling algorithm discussed in issue 45
  • it removes the lengthy 3D optimal transport preprocessing step and replaces it with per-channel lookup tables
  • aims to reduce clipping and ghosting artifacts
  • provides multiple blend modes that treat quality for performance
histogram_blending.png

  • the article explains the problem with the classic GPU geometry pipeline
  • mesh shaders allow kernels to execute on sub-parts of meshes and output per-vertex and per-primitive attributes
  • amplification shaders are run before, and output decide how many mesh shaders to launch
  • shows code examples on how to use the feature in both HLSL and C++ API
  • ExecuteIndirect also supports launch mesh shaders from the GPU
mesh_shader_flow.png

  • the article explains what has been added with DXR tier 1.1
  • it doesn’t require new hardware features but needs a new windows version and driver support
  • provides an alternative to that doesn’t use separate dynamic shaders or shader tables
  • inline shaders allow all shader stages to trace rays
  • additionally added features are DispatchRays generated on the GPU
  • growing state objects, GeometryIndex() in ray shaders, flags to skip triangles / procedural geometry
traceRayInlineControlFlow.png

  • new Vulkan guide by Khronos
  • a crucial starting point for getting started with Vulkan
  • provides an overview of the ecosystem, components of Vulkan, tools, …
  • additionally contains links to specific usage patterns and further information
vulkan_logo.png

  • the article presents the use-case of the streaming system and texture space shading
  • sampler feedback is a hardware feature that allows D3D12 shaders to write to a texture which MIPS has been accessed
  • FeedbackTexture2D is a new HLSL resource type to express it
  • the granularity of the feedback map is user-controlled
SFS_MinMip.png

  • Twitter thread about possibilities of texture-space shading
  • Sampler Feedback addition in D3D12 can improve the implementations
TSS_Diagram.png

  • the paper introduces a technique for improving the computation time required for lightmap baking
  • based on guided sampling and minimum variance-based estimator combination
  • the method has a fixed memory footprint and is independent of scene complexity
ray_guiding.png

  • the paper introduces a technique for translation of materials between different renderers
  • using an image-based metric for uniform and texture based paramterization
material_transfer.png

  • the video shows how to modify the SDF of any geometrical shape to make its edges more rounded
rounding_sdf.png

Thanks to Jasper Bekkers for support of this series.

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