On Histogram-Preserving Blending for Randomized Texture Tiling
- 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
- ai…
Dev Preview of New DirectX 12 Features
- 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 …
srgb eotf: pure gamma 2.2 function or piece-wise function?
- the article presents the different meaning of the term gamma in different color contexts
- suggest to always use a piece-wise sRGB function
Vulkan Mobile Best Practice: Picking the Most Efficient Load/Store Operations
- the article describes how the architecture of mobile GPUs is different from PC
- shows why load/store operations have a significant impact on mobile
- present a demo application to profile the variou…
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 t…
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-integra…
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 writte…
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
- addi…
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…
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
Advances in Real-Time Rendering in Games - Siggraph 2019
- slides for the Advances in Real-Time Rendering in Games are starting to be released
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
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 …
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…
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
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
Using AMD FreeSync 2 HDR: Gamut Mapping
- explains gamut mapping techniques
- difference perceptual and clipping techniques
- shows how gamut mappings are derived
Sampling projected spherical caps with multiple importance sampling
- explains how to combine sampling of projected spherical caps and multiple importance sampling
- source code provided
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
Leveraging Ray Tracing Hardware Acceleration In Unity
- presents how ray tracing is integrated into the High Definition Render Pipeline (HDRP)
- a brief overview of the Unity raytracing API integration
- shows how different effects have been implemented
- including optimizations a…
Graphics Programming Weekly - Database
- database with articles that were previously covered in Graphics Programming Weekly
- central location that aims to make it easier to discover/rediscover graphics programming information
3D Game Shaders For Beginners
- shader tutorial aimed at beginners that teaches shader fundamentals using Panda3D and GLSL
- starting with the basics of coordinate spaces, and GLSL shaders
- shows how to implementing texturing, lighting, normal mapping
- additionally outlining, fo…
Axis-Aligned Bounding Octahedra and The 7-Sided AABB
- describes an alternative bounding structure that is based around axis aligned triangles
- starts with 2D example and extends the concepts to 3D
- comparison against other bound object representations
A tour of Granite’s Vulkan backend – Part 6
- presents how Granite deals with vkPipeline management
- API designed for user convenience
- hashmaps used for control of the different state combinations
- pre-warmed with information from previous runs using Fossilize
A tour of Granite’s Vulkan backend – Part 4
- shows the window system abstraction
- can be used to render to a window or into an offscreen render target
- how to allocate temporary data that is only required for the duration of the frame
Write-up: Magical Marbles
- explains how to create a layering parallax effect to simulate the inside of a marble using ray marching
Debugging VK_ERROR_DEVICE_LOST with Nvidia Device Diagnostics
- vulkan extension that allows progress markers to be inserted into the Vulkan command stream
- these can be used to detect the range of draw commands that have caused a GPU device error
- a short overview of how it i…
Missed the content for March? Don’t worry. Monthly summaries are availbale on my patreon: https://www.patreon.com/jendrikillner
THE STORY OF THE 3DFX VOODOO1- provides a look at the 3DFX VOODOO1 GPU from the mid-90s
- shows how the hardware and rendering pipeline was design…
Missed the content for March? Don’t worry. The summary is now availbale on my patreon: https://www.patreon.com/jendrikillner
GPU Path Tracing in Unity – Part 3- part 3 of tutorial series in building a path tracer in Unity
- shows how to trace a ray against a triangle and ex…
There will be no newsletter next week. I am at GDC all week. Will be returning as usual on April 1st.
World of Warcraft uses DirectX 12 running on Windows 7- the latest update adds support to run the D3D12 game on windows 7
- user mode d3d12 implementation without win10 ker…
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