Graphics Programming weekly - Issue 116 — January 26, 2020

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 different approaches and presents results

Using AMD FreeSync™ Premium Pro HDR: Code Samples

  • the article shows how to enable AMD FreeSync using D3D12 and Vulkan
  • presents how to use the library to encode color information into the desired HDR display format

Khronos Group Releases Vulkan 1.2

  • Vulkan 1.2 has been released
  • this release promotes 23 extensions into core Vulkan
  • including extensions such as imageless_framebuffer, timeline semaphores, and better support for HLSL shaders

D3D12 Translation Layer and D3D11On12 are now open source

  • Microsoft open-sourced two layers to help to port to D3D12
  • D3D12 Translation Layer helps mapping from D3D11 style APIs to D3D12 style
    • Resource binding, renaming, sub-allocation, pooling, and deferred destruction
    • Batching and threading
    • Residency management
  • D3D11On12 is implemented on top of the previous layer and contains the D3D11 specific aspects

Performance Evaluation of Acceleration Structures for Cone Tracing Traversal

  • the paper examines k-d trees and bounding volume hierarchies
  • comparing the approaches with varying cone sizes

Vulkan Timeline Semaphores

  • the article discusses the new timeline semaphore synchronization API included in Vulkan 1.2
  • superset VkSemaphore and VkFence allows synchronization between CPU and GPU using a single primitive
  • additionally provides support for wait-before-signal submission and multiple waits per signal

Calculates view space 3D sphere extents on the screen

Projective Geometric Algebra Done Right

  • the article presents how Grassmann (Geometric) Algebra extends four-dimensional homogeneous coordinates into a larger algebraic structure

Stylized Lava Shader

  • the Unity tutorial explains how to achieve a stylized lava effect

Shader Graph Stylized Lava

  • the Unity tutorial shows to implement the stylized lava effect discussed in the previous article using Shader Graph

An Opinionated Post on Modern Rendering Abstraction Layers

  • the author presents his opinions about how a rendering abstraction layer should be designed
  • additionally offers his thoughts on Render Graphs, Meta Command Buffers, and meta shader languages

Accurate Normal Reconstruction from Depth Buffer

  • presents an improved precision method for normal reconstruction from depth buffers
  • the technique uses 5 depth samples in each direction

HLSL Viewport Clamping trick

  • the article presents a few approaches to skybox rendering
  • introduces how to use the min/max depth of the D3D12 viewport to force skybox to a max depth
  • the comments present other approaches

Ray Guiding for Production Lightmap Baking

  • the paper introduces a technique for improving the computation time required for lightmap baking
  • based on guided sampling and minimum variance-based estimator combination
  • the method has a fixed memory footprint and is independent of scene complexity

Real-Time Ray-Tracing in WebGPU

  • the article shows how to use Node bindings to enable RTX support when using WebGPU
  • provides a brief overview of the DXR API and presents how to use the API to set up the pipeline and render an animated mesh

UV-Based Nodes

  • the article presents the shader nodes from Unity ShaderGraph system
  • explains how to use the nodes, what options are available and how to combine them

Correct sRGB Dithering

  • the article presents code and explains the logic behind correct dithering patterns that preserve the brightness

Thanks to Jasper Bekkers for support of this series.

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