[video] two minute papers - This is Geometry Processing Made Easy
- a brief summary video of the “Monte Carlo Geometry Processing: A Grid-Free Approach to PDE-Based Methods on Volumetric Domains” paper
- presents how this paper connects to light transport and pro…
Get to know Metal function pointers
- the Metal shader API now supports function pointers
- the talk provides an overview of the compilation models and performance considerations
- function tables can be passed via argument buffers t the GPU
Rendering Layered Materials with Anisotropic Interfaces
- a lightweight and efficient method to render layered materials with anisotropic interfaces
- based around GGX BRDF lobes approximations when aligned with the tangent frame
Followup tidbits on RGBE
- the author presents considerations for designing conversations explained with the example of RGBE encoding
- discusses quantization, round trip error, and precision maximization
Work-Efficiency vs. Step-Efficiency
- the article discusses how to classify GPGPU work into the critical sequential work and the total amount of work done across all workers
- presents how this division is useful to talk and understand the performance of algorithms
Casual Shadertoy Path Tracing 1: Basic Camera, Diffuse, Emissive
- A tutorial that shows a practical walkthrough on how to implement a path tracer in shadertoy
- focuses on the generation of renderings instead of physical correctness
Rendered #1
- A new newsletter with news and insight on volumetric filmmaking, virtual production, 3D rendering, and other emerging realities
Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting
- the paper presents a new technique that allows a massive number of dynamic lights to be rendered in real-time
- the presented implementation shows 3.4 million dynamic, emissive trian…
Ray Tracing Essentials Part 7: Denoising for Ray Tracing
- the final part of raytracing series
- presents what denoising techniques are and why they are required
- presents a comparison in multiple scenes, explaining how neural network technique is trained
Real-time Shadows
- the presentation provides an in-depth overview of shadow techniques for real-time applications
- discusses what shadow maps are, how they are rendered, stored and used
- provides an overview of common problems and solutions
- additionally provides an overview…
flowchart for descriptor set setup in Vulkan
- a flowchart that provides an overview of the descriptor set binding logic of the Vulkan API
Bilinear texture filtering – artifacts, alternatives, and frequency domain analysis
- provides an introducing into linear blending
- explaining that pixels are no signal but rather samples taken at a given location
- presents the star-shaped artifact of bilinear filtering
- disc…
Evolving Path of Exile's Renderer
- the talk presents an overview of rendering features developed for Path of Exile
- showing what constraints the game provides and how it enables these implementations
- Point Light Shadows (Screenspace Hierarchical Variance shadow maps)
- Scree…
NVIDIA Vulkan Ray Tracing Tutorials
- collection of Vulkan tutorials for the VK_KHR_ray_tracing extension
- the tutorial starts from a working .obj rendering using rasterization and then integrates raytracing
- additional topics covered are Anti-Aliasing, handling thousands of…
Hierarchical Depth Buffers
- the article presents what Hierarchical depth buffers are, what they are used for and how to generate them
- two different techniques for calculating these buffers are presented
- one pixel shader based method and a compute shader variation
- the comp…
Announcing DirectX 12 Ultimate
- post containing an overview of the new D3D12 Feature level 12_2 now called DirectX 12 Ultimate
- covers Variable Rate Shading, Mesh Shaders, DirectX Raytracing 1.1 and Sampler Feedback
- fully supported on PC and Xbox Series X
Fresnel Equations, Schlick Approximation, Metals, and Dielectrics
- the post presents the fresnel equations that are used for smooth metals and surfaces such as water
- shows the Schlick approximations and compares them to the equations and where to retrieve the necessary pa…
How Epic Games is handling auto exposure in 4.25
- the article explains how exposure used to work in Unreal Engine 4.24
- what problems the behavior caused and how the new implementation solves these problems
- looking at grey-point targeting, physical exposure units, lens val…
Writing an efficient Vulkan renderer
- copy of an article that was published in GPU Zen 2, updated for changes introduced with Vulkan 1.1 and 1.2
- covering memory management, Descriptor sets, command buffers, pipeline barriers, render passes and pipeline management
sokol_gfx.h Backend Tour
- a 3 part series that provides an overview of the backend implementations of sokol_gfx for the OpenGL, D3D11 and Metal implementation
Coherency gathering in ray tracing: the benefits of hardware ray tracking
- the article presents the problems with ray tracing in terms of divergence workflows
- Imagination GPUs are able to reorder rays in hardware to maintain better coherency
Generating Perfect Normal Maps for Unity (and Other Programs)
- the article shows what needs to be considered when baking normal maps for use with separate applications
- it shows what kind of different conventions exists, what common artifacts look like and how to verify th…
Separate your filters! Separability, SVD and low-rank approximation of 2D image processing filters
- the article presents the basics of Singular Value Decomposition
- shows how to use the concept to check if filters are separable and if not how it helps with approximations
Learning from data
- the article presents how ordering mesh data can influence rendering performance
- compares different algorithms developed for this purpose
- the primary focus is on how to train these algorithms using machine learning techniques
- analyzes the results of dif…
Clustered shading evolution in Granite
- the article shows an overview of deferred shading techniques
- alternative structures and methods for optimizations are presented
- using compute shader for conservative rasterization for spot and sphere lights
Physically based shading references, at the end of 2019
- collection of resources covering physically based shading
- a short summary for every source is provided
Sampling Burley's Normalized Diffusion Profiles
- the article presents how to inverse the CDF of the Disney SSS
PowerVR PerfDoc – Performance Validation for PowerVR
- fork of the PerfDoc performance layer to detect performance issues on PowerVR hardware
- the article provides an overview of performance issues that the layer can detect and possible improvements
PC Rendering Techniques to Avoid when Developing for Mobile VR
- the article presents an overview of techniques that are not a good fit for mobile VR applications
- provides brief explanations of the methods and the reasons for why they should be avoided
DeepFovea: Neural Reconstruction for Foveated Rendering and Video Compression using Learned Statistics of Natural Videos
- the paper presents a new technique that uses a neural network to reconstruct foveated rendering from sparse source data
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