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 called from every shader stage
  • DirectX Mesh Shader are similar to nvidia mesh shaders, allowing more flexibily in the vertex processing pipeline
  • DirectX Sampler Feedback allows the recording of which parts of textures have been accessed
  • enabling more fine grained streaming and texture space shading scenarios

[video] How to Write Shaders in Unity - an Easy introduction by Febucci

  • the video explains the basic of shaders in Unity for beginners

Arm donates Vulkan Best Practice for Mobile Developers to The Khronos Group

  • the ARM developed sets of samples to showcase best practices for Vulkan on mobile is now open-source and part of Khronos
  • article has list of samples and tutorials for a number of different areas

Vulkan Releases Unified Samples Repository

  • Khronos published a unified Vulkan Samples Repository
  • all samples are based on the same framework and have been reviewed and are maintained by Khronos

My take on shaders: Grass Shader (Part I)

  • the article shows the Unity shader implementation for stylized and unlit grass
  • a geometry shader is used to spawn a variable number of grass blades based on camera distance
  • grass movement by wind is emulated with a displacement texture

ray tracing a tiny procedural planet

  • starts by showing how to create a small 2D world procedurally
  • small overview of explicit vs implcit surface ray tracing
  • then shows the steps used to render a procedural mini planet
  • including ocean waves, mountains and clouds

[video] Deriving the SDF of a Box

  • the video presents how to derive the SDF for a box

SIGGRAPH 2019 Highlight: Finding a Practical Hybrid Anti-Aliasing Algorithm

  • summary of SIGGRAPH 2019 for a hybrid solution between temporal anti-aliasing with adaptive ray tracing
  • using heuristics to detect when adaptive ray tracing provides the best improvements

Thanks to Michael Riegger for support of this series.

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