Graphics Programming weekly - Issue 122 — March 8, 2020

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 values, and perceptual brightness
  • additionally provides an overview of the debug modes available

Reverse engineering the rendering of The Witcher 3, part 17 - the Milky Way

  • the article shows how the milky way rendering from the Witcher 3 - Blood & Wine DLC was implemented
  • including a brief look at the star rendering

Paper Shader in Unity

  • A Unity tutorial that focuses on the deformation of a plane to create a crumbled paper look
  • implemented using a vertex shader

How to do boolean operations on meshes for procedural cutting of geometry!

  • the post provides an overview of an algorithm for boolean operations on geometry
  • this allows for runtime slicing of meshes such as for dynamic destructions systems
  • the idea is based around finding the overlap of two meshes to generate new vertices along the interception to create the cut

Ray Tracing Essentials Part 3: Ray Tracing Hardware

  • part 3 of Nvidia ray tracing series
  • this part focuses on the history of ray tracing hardware and presents how Nvidia changed its design approach
  • Turing has dedicated hardware for Raytracing and machine learning tasks. the previous architecture contained only general-purpose compute

An idiot's guide to animation compression

  • the article discusses techniques to compress data for skeletal animation data used for game runtimes
  • presents an overview of standard terms
  • followed by a look at data quantization, quaternion compression, and track compression

GL_NV_mesh_shader Simple Mesh Shader Example

  • a very brief high-level overview of mesh shaders and necessary OpenGL extension
  • provides a condensed OpenGL example that renders a fullscreen quad

Secrets of Direct3D 12: Copies to the Same Buffer

  • the article presents multiple scenarios in D3D12 where manual barrier synchronization is required
  • followed by a back-to-back copy into buffers that cannot be synchronized by barriers and shows the behavior observed on actual hardware

Borderland between Rendering and Editor - Part 1

  • the post focuses on efficient and high-quality grid rendering for “The Machinery” editor
  • implementation is done in a pixel shader on world space quad created by two triangles
  • shaders deals with LOD selection, anti-aliased line rendering, falloff for gracing angles and grid extends

Thanks to Lesley Lai for support of this series.

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