Graphics Programming weekly - Issue 131 — May 10, 2020

Ray Tracing Essentials Part 7: Denoising for Ray Tracing

  • the final part of raytracing series
  • presents what denoising techniques are and why they are required
  • presents a comparison in multiple scenes, explaining how neural network technique is trained

a history of nvidia stream multiprocessor

  • the article presents an overview of the Nvidia GPU architecture and how they developed over time
  • shows changes done to the hardware, discussing the strengths and weaknesses of the design

Rendering volumetric clouds using signed distance fields

  • presents a technique that combines singed distance fields and ray marching to render static volumetric clouds
  • the signed distance field is used to only use ray-marching once inside the cloud volume

Monte Carlo Geometry Processing: A Grid-Free Approach to PDE-Based Methods on Volumetric Domains

  • the paper presents how to apply the monte-carle methods to geometry processing

On Ray Reordering Techniques for Faster GPU Ray Tracing

  • the paper presents an overview of ray sorting techniques and introduces a new method for ray sorting of secondary rays

A perceptual model of motion quality for rendering with adaptive refresh-rate and resolution

  • this paper presents the results of testing done into human perception, comparing test-cases for perceived quality differences between resolution and framerate
  • proposes a model for prediction to enable an application to dynamically adjust framerate and resolution based on the findings to achieve the highest perceived visual quality

[video] Animal Crossing, wobbly leaves, pivot caching.

  • the Video presents an overview of a shader technique implementing the behavior of leaves in Animal Crossing
  • this technique is based around storing individual pivots for multiple leaves and applying dynamic effects based on this
  • implementation with blender and Godot is shown

Point of WebGPU on native

  • the author presents his view on WebGPU for use in native applications
  • showing why it could be an excellent offer for many types of developers if it can deliver on its promises

GPU architecture resources

  • collection of resource links to presentations, papers and articles focusing on the details of GPU architectures

CUDA Refresher: Getting started with CUDA

  • a brief overview on how to get started with CUDA
  • programming model and required components

Meshlete - Chop 3D objects to meshlets

  • a tool to generate meshlets for use with compute based culling algorithms or mesh shaders
  • explains the difference between Bounding Spheres and Visibility Cones and how to use them for culling parts of meshes more efficiently

Thanks to Jens Hartmann for support of this series.

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