jendrikillner

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Montreal, Canada
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31 followers
166 entries
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jendrikillner
November 10, 2019
Graphics Programming weekly - Issue 106 — November 10, 2019
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…
1,488 views
jendrikillner
November 03, 2019
Graphics Programming weekly - Issue 105 — November 3, 2019
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 …
1,462 views
jendrikillner
October 27, 2019
Graphics Programming weekly - Issue 104 — October 27, 2019
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
1,358 views
jendrikillner
October 20, 2019
Graphics Programming weekly - Issue 103 — October 20, 2019
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…
1,668 views
jendrikillner
October 13, 2019
Graphics Programming weekly - Issue 102 — October 13, 2019
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…
1,433 views
jendrikillner
October 06, 2019
Graphics Programming weekly - Issue 101 — October 6, 2019
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…
1,711 views
jendrikillner
September 29, 2019
Graphics Programming weekly - Issue 100 — September 29, 2019
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…
1,613 views
jendrikillner
September 22, 2019
Graphics Programming weekly - Issue 99 — September 22, 2019
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…
1,831 views
jendrikillner
September 15, 2019
Graphics Programming weekly - Issue 98 — September 15, 2019
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…
1,406 views
jendrikillner
August 12, 2019
Graphics Programming weekly - Issue 97 — September 8, 2019
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
waybac…
974 views
jendrikillner
July 28, 2019
Graphics Programming weekly - Issue 95 — July 28, 2019
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
2,481 views
jendrikillner
July 21, 2019
Graphics Programming weekly - Issue 94 — July 21, 2019
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 …
1,244 views
jendrikillner
July 14, 2019
Graphics Programming weekly - Issue 93 — July 14, 2019
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…
2,172 views
jendrikillner
July 07, 2019
Graphics Programming weekly - Issue 92 — July 7, 2019
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
1,963 views
jendrikillner
June 30, 2019
Graphics Programming weekly - Issue 91 — June 30, 2019
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
1,564 views
jendrikillner
June 23, 2019
Graphics Programming weekly - Issue 90 — June 23, 2019
Using AMD FreeSync 2 HDR: Gamut Mapping
  • explains gamut mapping techniques
  • difference perceptual and clipping techniques
  • shows how gamut mappings are derived
wayback-archive
1,930 views
jendrikillner
June 16, 2019
Graphics Programming weekly - Issue 89 — June 16, 2019
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-arch…
1,726 views
jendrikillner
June 09, 2019
Graphics Programming weekly - Issue 88 — June 9, 2019
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
10,600 views
jendrikillner
June 02, 2019
Graphics Programming weekly - Issue 87 — June 2, 2019
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…
1,497 views
jendrikillner
May 26, 2019
Graphics Programming weekly - Issue 86 — May 26, 2019
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
1,690 views
jendrikillner
May 19, 2019
Graphics Programming weekly - Issue 85 — May 19, 2019
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…
2,119 views
jendrikillner
May 12, 2019
Graphics Programming weekly - Issue 84 — May 12, 2019
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
1,746 views
jendrikillner
May 05, 2019
Graphics Programming weekly - Issue 83 — May 5, 2019
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
1,580 views
jendrikillner
April 28, 2019
Graphics Programming weekly - Issue 82 — April 28, 2019
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
1,452 views
jendrikillner
April 21, 2019
Graphics Programming weekly - Issue 81 — April 21, 2019
Write-up: Magical Marbles
  • explains how to create a layering parallax effect to simulate the inside of a marble using ray marching
wayback-archive A tour of Granite’s Vulkan …
1,710 views
jendrikillner
April 14, 2019
Graphics Programming weekly - Issue 80 — April 14, 2019
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…
1,851 views
jendrikillner
April 07, 2019
Graphics Programming weekly - Issue 79 — April 7, 2019

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…
3,006 views
jendrikillner
March 31, 2019
Graphics Programming weekly - Issue 78 — March 31, 2019

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…
2,067 views
jendrikillner
March 17, 2019
Graphics Programming weekly - Issue 77 — March 17, 2019

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…
2,238 views
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