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  1. Surface Gradient Based Bump Mapping Framework a mathematical framework for more consistent layering of bump/normal maps using linear surface gradients shows the problems with reliance on vertex level tangent space in existing techniques how to express existing methods in the new framework including source code wayback-archive Emulating a fake retro GPU in Vulkan compute high-level system discussion of a retro GPU emulation implemented in Vulak compute shaders implementation details are discussed in the presentation using Subgroup and async compute for further optimizations presentation archive wayback-archive RenderDoc - Version v1.5 new RenderDoc version allows explicit GPU playback selection improved SPIR-V reflection, performance improvements more extensions and feature levels supported for Vulkan and D3D12 wayback-archive Real-time Rendering of Layered Materials with Anisotropic Normal Distributions proposal of approach for rendering layered materials layers are defined by anisotropic NDFs on varying tangent vector fields wayback-archive Living with Vulkan and DirectX 12 the post describes the perspective from Stardock on D3D12/Vulkan vs. D3D11 new possibilities but also many more problems performance improvements with D3D12 need to be balanced against the higher QA costs compared to D3D11 wayback-archive Progressive Real-Time Rendering of One Billion Points Without Hierarchical Acceleration Structures proposes a real-time solution to rendering unstructured point clouds combination of temporal reprojection, random point selection, and GPU vertex buffer shuffling paper archive wayback-archive Denoising as a Building Block provides an overview of the foundations of denoising techniques expands pon the basics to explain how more complex schemes are constructed how to consider denoising as a building block for several different problems wayback-archive Thanks to Graham Wihlidal for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
  2. An Introduction To Real-Time Subsurface Scattering in-depth article that provides an overview of subsurface scattering techniques used for games presents the most common techniques found in games, Texture-Space Diffusion, Screen-Space Subsurface Scattering, and Pre-integrated Subsurface Scattering wayback-archive Text Rendering Hates You the author provides an overview of problems that are encountered and make text rendering system very complex overview of terminology, overlapping glyphs, antialiasing, styling end emojis wayback-archive Desertscape Simulation presents a model to simulate erosion and transport simulation for sand due to wind the simulation can generate a large number of different dune types paper wayback-archive Flexible Ray Traversal with an Extended Programming Model the paper proposes the addition of a Traversal Shader stage to the DXR model this shader stage allows the programmable selection of acceleration structures presented use cases are stochastic LOD selection, choice of LOD levels based on ray type and improved multi-level instancing performance paper archive wayback-archive Half The Precision, Twice The Fun: Working With FP16 In HLSL the article shows how to use 16-bit floating-point types on PC hardware differences in handling between APIs and shader compilers only modern hardware supports native 16-bit instructions on PC wayback-archive Technically Art: Issue 37 (04.10.2019) collection of tweets related to VFX, shaders, and game art wayback-archive Fractional Brownian Motion the article describes the characteristics of Fractional Brownian Motion commonly used for the procedural modeling of nature wayback-archive Physically-Based Rendering with PowerVR – Part 2 the article shows the precalculations steps that enable PBR rendering on mobile devices irradiance map from the environment, BRDF lookup table for Cook-Torrance model and prefiltered reflections map wayback-archive Thanks to Sean McAllister for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
  3. Strand-based Hair Rendering in Frostbite the presentation shows the new WIP hair rendering system a realtime system that is based on hair stands instead of cards strands are rasterized into shadow and deep opacity maps for performance reasons, a visibility buffer is written, and a sample deduplication pass is applied shading is done in a screen space pass shows how the different shading components have been implemented pptx archive wayback-archive Local linear models and guided filtering – an alternative to bilateral filter the article presents guided filtering as an alternative to a bilateral filter explains the bilateral filter logic and compares against guided filtering showing what the strengths and weaknesses of both approaches are wayback-archive PIX 1909.23 – New timing capture features, performance improvements and bug fixes the new PIX CPU timeline view shows when a thread context switch happened and to where optimized shader access tracking, significant speedup when opening the pipeline view wayback-archive Ray Tracing Denoising overview of denoising techniques in raytracing applications covering sampling and signal processing techniques additionally covers blurring kernels and spatial reprojection techniques wayback-archive Jobs 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 How powerful can WebGL be in comparison with native OpenGL? performance comparison of a ray tracer application using native OpenGL against WebGL (Chrome, Firefox) The GPU performance is comparable on the D3D backend, even better at times wayback-archive Custom Render Pipeline Taking Control of Rendering Unity tutorial showing how to set up a custom render pipeline covering how to set up the project cull, filter, and sort objects add support for multiple cameras wayback-archive [Video] DirectX Raytracing: Real-Time Denoised Raytraced Ambient Occlusion overview video for the new DirectX Raytracing sample, showing a Raytraced Ambient Occlusion implementation Technically Art: Issue 36 (27.09.2019) collection of tweets related to VFX, shaders, and game art wayback-archive Multi-resolution Ocean Rendering in Crest Ocean System [280 MB pptx] provides an overview of the ocean rendering system the system is based around hierarchical, fully dynamic ocean data sources shows how to model waves, integrate shading and realistic flow patterns wayback-archive Thanks to Spencer Sherk for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
  4. Improved normal reconstruction from depth the article presents what kind of artifacts happen when reconstructing normals from world space positions suggests how to reduce the artifacts by selecting triangles that are most likely to have originated from the same object additionally shows how to use compute shaders and group shared memory to optimize the reconstruction wayback-archive Non-linear sphere tracing for rendering deformed signed distance fields the paper presents a method that allows SDFs to be combined with techniques such as linear skinning this is achieved by calculating a triangle mesh hull for the SDF, applying the transformation to the hull and using this to trace tracing linearly in transformed space follows a non-linear trace in untransformed space paper archive wayback-archive Metal Enhancements for A13 Bionic overview of what has been improved in the latest apple GPU architecture and metal sparse textures, what it is, use cases and explanation of how to use it rasterization rate maps, mask that allows defining non-linear mapping between virtual and physical render targets vertex amplification specifies which vertex calculations can be shared between multiple viewports and which ones are unique per viewport better argument buffers, allow access to 500k textures and multiple levels of indirection wayback-archive Selectively Metropolised Monte Carlo light transport simulation the paper presents a new scheme that allows selectively combining different Monte Carlo rendering algorithms allow the use of less computational complex algorithms for more straightforward light transport cases and more sophisticated algorithms for more complicated cases enables to reduce the overall amount of noise in the same render time paper archive wayback-archive Vertex Assembly and Skinning the article explains how vertex shaders in “Our Machinery” engine is handled all vertex data is explicitly loaded in the vertex shader shows how a more flexible skinning variation can be implemented wayback-archive Jobs 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 Geometry Reinvented with Mesh Shading excerpt from the Siggraph talk talk overview of the mesh shading demo culling implement in task shader frustum calling also is done in the meshlet shader stage, since only parts of the model could be visible on screen wayback-archive DRED v1.2 supports PIX marker and event strings in Auto-Breadcrumbs DRED can now include PIX markers additional string events can be attached to markers debugger extension has been updated to provide access to the information wayback-archive Real-time lightmap baking the presentation explains how lightmap baking has been implemented in Wicked Engine how to ray trace with D3D11 compute and/or pixel shaders discusses artifacts, limitations, UV packing, texture formats, and filtering the resulting system is an object space shading system Updated Metaballs2 demo Metaballs2 demo has been updated the demo shows how to use mesh shaders and now provides a compute shader fallback version allows switching between both implementations compute shaders require extra memory to store intermediate results wayback-archive Thanks to Jon Greenberg for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
  5. The making of Gears 5: how the Coalition hit 60fps - and improved visual quality 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 wayback-archive Believable Caustics Reflections 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 wayback-archive Diagnosing performance issues in Unity 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 wayback-archive Jobs 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 WebGPU and WSL in Safari 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 wayback-archive Mip-mapping is hard – importance of keeping your quads full 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 wayback-archive Overview of new additions to Vulkan SDK 1.1.121 GPU assisted validation for VK_EXT_buffer_device_address SPIRV-opt can now retarget shaders to use RelaxedPrecision without requiring source-level changes wayback-archive Mitsuba 2: A Retargetable Forward and Inverse Renderer 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 paper archive wayback-archive Technically Art: Issue 34 (13.09.2019) collection of tech art tweets, many gifs, and videos showing a large variety of effects and art styles wayback-archive Variance-aware multiple importance sampling 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 paper archive wayback-archive Integral formulations of volumetric transmittance 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 paper archive wayback-archive Thanks to Bruno Opsenica for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
  6. Engineering Career Guide [LEAKED] guide by Roblox for the career development of rendering engineers what jobs are required, how to learn and personally take control of directed development wayback-archive Watch the Unity Graphics Sessions from SIGGRAPH 2019 summary and links to the video recordings from Unity talks at SIGGRAPH 2019 wayback-archive D3D12 Memory Allocator 1.0.0 the first release of a new open-source D3D12 memory allocator project by AMD wayback-archive My take on shaders: Water Shader a walkthrough that explains a Unity water shader implementation the shader is designed to be easy to use, control and extend wayback-archive The Sharpening Curse the article discusses the image quality difference between film and realtime rendering presents that games are overly sharp and what future developments might look like wayback-archive hybrid screen-space reflections the article presents a hybrid technique between Screen space reflections and ray-traced reflections shows comparisons between the two methods, differences, strengths, and weaknesses wayback-archive Raw OpenGL OpenGL tutorial that teaches the concepts required to render a textured mesh wayback-archive DirectXShaderCompiler - prebuild releases Microsoft is now offering pre-built binaries of the shader compiler on GitHub Faster Shadow Rays on RTX the article presents different techniques to generate ray traced shadows compares the performance of using Any Hit, Closest Hit or Miss Shader to determine if the ray has been occluded wayback-archive Path Tracing Review intro to computer graphics from University of Waterloo summarized in one slide deck wayback-archive Thanks to Giuseppe Modarelli for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
  7. Advances in Real-Time Rendering in Games - Siggraph 2019 slides for the Advances in Real-Time Rendering in Games are starting to be released Mesh Shading: Towards Greater Efficiency Of Geometry Processing (pptx) a brief historical look at the rendering pipeline what aspects mesh shaders can improve explanation of programming model what new programming approaches it enables wayback-archive Interactive Wind and Vegetation in 'God of War' (2GB pptx!) 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 wayback-archive Creating the Atmospheric World of Red Dead Redemption 2: A Complete and Integrated Solution (227 MB pptx) 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 wayback-archive AMD RDNA 1.0 Instruction Set Architecture instruction set documentation for the new AMD RDNA GPU architecture pdf archive wayback-archive Resident Evil 2 Frame Breakdown frame breakdown of a Resident Evil 2 presents the different stages found in the frame deferred rendering engine, heavy use compute and indirect draw wayback-archive SDF - ellipsoid the article presents a distance for function for ellipsoid how to improve it for better control and better interaction with other primitive types wayback-archive Split-free occlusion sorting the article discusses how to build a correct CPU occlusion sorting structure wayback-archive SIGGRAPH 2019 Links collection of links to content from Siggraph 2019 wayback-archive Thanks to Nathan Reed for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
  8. Are we done with Ray Tracing? slides for Siggraph 2019 course talking about the state of ray-tracing state-of-the-art in hardware and software developments provides a history and vision of where ray-tracing in games is going to develop wayback-archive Chasing Triangles in a Tile-based Rasterizer the detailed article explains how to tile-based rasterization works show how to implement rasterization using this design includes SSE and multithreaded implemenation wayback-archive siggraph course: path tracing in production 2019 course notes for the Siggraph 2019 course part 1 focuses on the necessary background knowledge provide an insight into movie production requirements and mathematical foundation part 2 focuses on materials (acquisition and production requirements) showing practical efforts, achievements and problems encountered wayback-archive Alpha Compositing the article discusses the foundations of alpha compositing explains the different compositing operations show how to use pre-multiplied alpha to eliminate common problems explanation of filtering, interpolation, blend modes, and additive blending wayback-archive Technically Art: Issue 27 (26.07.2019) collection of VFX tweets of the week tutorials, demos, and showcases of great looking effects wayback-archive Differences in memory management between Direct3D 12 and Vulkan the article discusses memory management in Vulkan and D3D12 shows differences in API and exposed features discussion resource allocation, mapping, cache invalidation, memory budgets, and resource residency wayback-archive Fresnel Equations Considered Harmful presents problems with the Fresnel equations when applied to sRGB data model is only accurate when the parameters are carefully selected comparison against the Schlick model offers an extension of the Schlick model for more accuracy and control wayback-archive Shadertoy media files the article contains the links to the build-in Shadertoy media files useful when implementing an effect based on reference found on Shadertoy wayback-archive Thanks to Eric Haines for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
  9. Axis-Aligned Bounding Tetrahedra and Octahedra for Ray Tracing Bounding Volume Hierarchies 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 wayback-archive Anatomy of a frame in AnKi 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 wayback-archive Wavefront Path Tracing the article explains what wavefront path tracing is how it enables efficient path tracing on GPUs implementation provided in Lighthouse 2 wayback-archive Robust pipeline cache serialization 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 wayback-archive High-Performance Graphics 2019 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 wayback-archive Physically Based Shading A Shadertoy that shows the different components the define physically based rendering with explanations and demos of the separate components GPU-Assisted Validation GPU based validation in Vulkan has been updated now supports more cases, the article explains which are currently supported the whitepaper provides more details whitepaper archive wayback-archive Radeon GPU Analyzer 2.2 for Direct3D®12 Compute 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 wayback-archive Dot products and planes an article explains the dot product and how it relates to the plane equation wayback-archive Dot product and its relationship to matrices 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 wayback-archive How to ray-intersect a transformed geometry, without actually transforming it: a geometric illustration the article shows that with the inverse-transformation applied to a ray origin and direction intersection tests can be done against the untransformed geometry wayback-archive Thanks to Stephen Hill for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
  10. Command buffers for multi-threaded rendering explains a renderer architecture that separates command generation from execution commands have an associated sort key that is used to determine the execution order shows how to handle materials, resource updates and some advice for debugging such a system wayback-archive I3D19 Keynote: Advances in Rendering, Graphics Research and Video Game Production (Steve McAuley) video recording of the i3D keynote discussed in detail in issue 88 additionally contains the QA that is not covered in the slides Texture Compression in Games survey by the ASTC Khronos group to understand compression use in games Real-Time Hybrid Hair Rendering using Vulkan a paper about a new hair rendering technique the technique is a hybrid between strand-based rasterizer and volume-based raymarching example implementation is available here code wayback-archive Bindless Deferred Decals in The Surge 2 - Philip Hammer video recording of the talk discussed in detail in issue 87 Rendering Line Lights explains how to implement line lights using a Most Representative Point (MRP) approximation finds the point with the most significant contribution along the line and treats that as point light source wayback-archive New in D3D12 – Motion Estimation D3D12 motion estimation support exposes access to the motion estimation hardware found in supported GPUs resolved motion vectors are stored in 2D textures, ready to be used by other application stages the article presents the API wayback-archive Lighthouse 2 discusses a new renderer project aimed at providing a high-performance to enable ray tracing research split into layers to provide application logic, scene representation and actual render codes render codes are plugins that can be shared wayback-archive Using Basis Universal Texture Compression with Metal shows how to compile the Basis command line tool use it to compress a texture and runtime code required to load it into a metal application wayback-archive GPU timing data in New Timing Captures the timing capture view now supports GPU workload visualization the article shows the different features overlapping GPU work on the same queue and on different queues can be visualized wayback-archive Using DXC In Practice the article explains how to use the DXC compiler API compile a shader, shader reflection, and signing wayback-archive SIGGRAPH 2019 Ray Tracing Roundup updated page with all raytracing related sessions, talks and papers from Siggraph 2019 wayback-archive [Twitter] Low-Level Rendering API discussion Twitter thread about modern APIs strengths, weaknesses, opinions, and suggestions for an alternate design wayback-archive Thanks to Cort Stratton for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
  11. Spectral Primary Decomposition for Rendering with sRGB Reflectance the paper presents a new technique that allows the generation of spectral data from sRGB source data paper archive supplemental archive wayback-archive A Simple Spectral Renderer open source and well-commented implementation of a spectral path tracer provides support for the previously discussed technique [video] Turn your Frame Rate up to 60 with Vulkan on the Nintendo Switch: – Reboot Develop Blue 2019 Vulkan techniques used to achieve better performance on the Nintendo Switch how to measure performance using timestamps [video] Halcyon: Rapid innovation using modern graphics – Reboot Develop 2019 video recording of talk about the SEED halyon engine, was discussed in issue-65 geometry processing in the wild slides that present common problems with mesh data what problems geometry processing algorithms need to support possible solutions to a few common problems wayback-archive HLSLexplorer 1.01 - UI improvements and D3D12 rendering backend HLSLexplorer, a tool which helps in understanding how HLSL code gets translated to hardware assembly added support for D3D12 preview and other quality of life improvements wayback-archive Interactive Map Shader: Vertex Displacement part 1 of a Unity tutorial that shows how to create 3D geometry offset from a texture and corresponding heightmap wayback-archive Technically Art: Issue 25 (05.07.2019) collection of VFX tweets of the week tutorials, demos, and showcases of great looking effects wayback-archive Thanks to Angel Ortiz for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
  12. Nested Dielectrics presents a technique that improves the handling of nested dielectrics in ray-tracing example for nested dielectrics is “ice cubes in a drink in a glass” tracking entering / existing geometry + priority system to handle overlap cases wayback-archive ShaderGraph Conversion - Custom Functions(Toon Lighting Example), Vertex Colors(Specular/Texture Painting) the tutorial shows to create custom nodes in Unity Shader Graph shows to implement Vertex painting using shader graph and use it for a variety of effects wayback-archive Render Graph Optimization Scribbles presents an algorithm for scheduling work in a render graph architecture wayback-archive Debugger Extension for DRED extension for WinDbg that enables debugging of Device Removed Extended Data the post shows how to track and find the reason for a GPU device lost error caused by a page fault wayback-archive Ambient Dice Specular Approximation presents how to use the Ambient Dice to store the GGX specular component alternative storage scheme instead of spherical harmonics wayback-archive Optimal Multiple Importance Sampling derives weighting functions for Multiple Importance Sampling (MIS) that minimize the variance of an MIS estimator paper archive wayback-archive Orthogonal array sampling for Monte Carlo rendering a new strategy for the generation of stratified samples using the concept of orthogonal arrays from statistical experiment design paper archive wayback-archive Generating Blue Noise Textures With Void And Cluster the article explains how to generate high-quality blue noise wayback-archive Level of Detail Cross-Fading Geometry next part in the article series about the implementation of a scriptable render pipeline in Unity adds support for multiple LOD levels per object switching between LODs is implemented using a dithering transition wayback-archive Thanks to Denis Gladkiy for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
  13. Using AMD FreeSync 2 HDR: Gamut Mapping explains gamut mapping techniques difference perceptual and clipping techniques shows how gamut mappings are derived wayback-archive Reverse engineering the rendering of The Witcher 3, part 15 - fog shows how the fog in The Witcher 3 has been implemented combines aerial fog and an artist-controlled fog coloring based on a gradient from 3 colors (front to back) uses AO information to darken the fog in occluded areas wayback-archive SIGGRAPH 2019 Ray Tracing Roundup list of sessions from SIGGRAPH 2019 that are related to ray tracing techniques wayback-archive New Vulkan® Extensions in Driver 19.6.2 new extensions in AMD driver VK_EXT_full_screen_exclusive, allows application to enter fullscreen mode such as IDXGISwapChain::SetFullscreenState VK_EXT_separate_stencil_usage allows separate depth and stencil states VK_AMD_display_native_hdr, better HDR support for FreeSync 2 monitors without requiring AMD libraries wayback-archive PIX 1906.14 – GPU Timing in New Timing Captures support for GPU timing data in the new timing capture view a lot of GPU capture improvements wayback-archive Glint Rendering based on a Multiple-Scattering Patch BRDF new glint integrator for specular surfaces using multiple-scattering patch-based BRDF addresses energy loss introduced from classical normal mapping uses normal maps and second moments of slopes as in LEADR mapping paper archive wayback-archive Announcing HighOmega v3.0 with RTX and Voxel-based Hybrid Path-tracing Support! shows a new version of voxel-based path-tracing based graphics engine provides an overview of the implementation video wayback-archive A Low-Discrepancy Sampler that Distributes Monte Carlo Errors as a Blue Noise in Screen Space new path tracing sampler techniques distributed per-pixel samples so that errors are distributed as blue noise in screen space provides C++ source code comparison against other methods at various sample counts paper archive wayback-archive Distributing Monte Carlo Errors as a Blue Noise in Screen Space by Permuting Pixel Seeds Between Frames the paper builds on the techniques described in the previous article introduces a temporal algorithm that locally permutes the pixel sequences improves error distribution for a series of frames paper wayback-archive Vulkan Textures Unbound describes how to support unbounded arrays of textures in Vulkan presents two techniques to solve validation errors first fills unused slots with a know valid texture descriptor second shows the required extensions to enable partially filled descriptor sets wayback-archive Spheretracing Basics shows how to implement raytracing against a Signed Distance Field (SDF) extends this to use sphere tracing wayback-archive Interactive Generation of Path-Traced Lightmaps a master thesis that describes a progressively path-traced solution for indirect illumination lightmaps on the GPU covers parameterizing geometry into lightmaps, improving coherence in a path tracer, reducing variance and spherical basis functions presents a new way to store diffuse and specular irradiance using an Ambient Dice encoding scheme (additional post below) thesis archive wayback-archive Spherical Radial Basis Functions for Lighting explains how to extend the Ambient Dice basis function to store and evaluate both diffuse and specular irradiance wayback-archive What's up with my branch on GPU? explains how branching on GPUs is commonly implemented explains what divergence is, impact on performance and how to reduce it GPUs use an execution mask to hide results from inactive threads shows how this looks in GCN ISA and AVX512 wayback-archive Normal Mapping Using the Surface Gradient describes the surface gradient framework a framework for robust processing of height maps, height volumes, and normal maps explains the Preliminaries (Tangent Frame, Height Maps, and Volumes, Wrinkled Surfaces) wayback-archive Thanks to Jon Greenberg for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
  14. Sampling projected spherical caps with multiple importance sampling explains how to combine sampling of projected spherical caps and multiple importance sampling source code provided wayback-archive Technically Art: Issue 22 (14.06.2019) collection of VFX tweets of the week tutorials, demos, and showcases of great looking effects wayback-archive Alpha compositing, OpenGL blending and premultiplied alpha an updated article explaining color blending with OpenGL how the blend operators work and what premultiplied alpha is wayback-archive RDNA - new AMD GPU architecture hardware overview of the new architecture for AMD GPUs now uses 32 or 64 waves wide operations unified cache hierarchy including compression for all stages wayback-archive Introducing Metal 3 the article shows what changes have been introduced with Metal 3 including metal support for the simulator cleaned up feature levels into families wayback-archive What’s New in Metal (2019) the article shows what changes have been introduced with Metal 3 covers additional details compared to the previous article wayback-archive RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location the paper investigates using the raytracing hardware support added in Turing GPUs to accelerate other tasks uses the hardware to detect in which tetrahedral mesh a point is located can achieve better performance than pure CUDA implementation wayback-archive Dissecting A Plague Tale: Innocence breakdown of two frames in the game very little instancing all render targets are manually packed into 32-bit formats rats use a 4 level LOD system, and only the last level is instanced wayback-archive Thanks to Jhon Adams for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
  15. Triangles Are Precious - Let's Treat Them With Care the presentation explains the stages a triangle is passing through while being processed for rendering starts with a brief look at the software layers provides more details on lower-level hardware layers wayback-archive OS Variable Refresh Rate Windows Version 1903 adds a new variable refresh rate option enable VRR in older D3D11 games if the hardware supports it wayback-archive 3D Game Rendering 101 beginner level explanation of the rendering pipeline for games explains how game worlds are defined, and models are converted into something that can be seen on the screen wayback-archive Pipeline Management explains what a Vulkan pipeline cache is, why developers want to use it presents best-practices wayback-archive Advances in Rendering, Graphics Research and Video Game Production keynote from I3D presenting the challenges modern open world games such as FarCry need to solve presents an in-depth case study for Multiscattering BRDFs & Area Lights research investigation, implementation combinations with other techniques wayback-archive Dynamic Diffuse Global Illumination Part I part 1 of article series about Global Illumination overview of terms and concepts required to understand Global Illumination solutions wayback-archive Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields a paper about Dynamic Diffuse Global Illumination solution builds on the terms explained in the previous article presents an overview of the problems the technique tries to solve provides implementation details paper archive wayback-archive Tips and Tricks: Vulkan Dos and Don’ts collection of best practices and pitfalls when using Vulkan on Nvidia hardware many of the guidelines should apply to other hardware manufacturers too wayback-archive Visualizing Warping Strategies for Sampling Environment Map Lights the article presents a comparison between two different sampling strategies for environment maps tested on three environment maps with very different characteristics wayback-archive optimising a aaa vulkan title on desktop presents an overview of what requirements need to be met on AMD to enable color compression on render targets and what causes DCC to be disabled look at barriers and copy queue usage wayback-archive Make Your Game Friendly for Graphics Debugging and Optimization presentation with a collection of options and debug modes that help with debugging provide a safe mode to disable optimizations and use API validation layers overview of tools available and APIS to add more debug information wayback-archive Thanks to Max R.R. Collada for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
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