Graphics Programming weekly - Issue 132 — May 17, 2020

Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting

  • the paper presents a new technique that allows a massive number of dynamic lights to be rendered in real-time
  • the presented implementation shows 3.4 million dynamic, emissive triangles in under 50 ms
  • this is archived by reusing information from spatially and temporally adjacent pixels to filter probabilities to guide rays

Let's build ... 2020

  • AMD virtual event that contains talks about
    • Ryzen™ Processor Software Optimization
    • optimizing for Radeon™ RDNA Architecture
    • From Source to ISA: A Trip Down the Shader Compiler Pipeline
    • A Review of GPUOpen Effects
    • Curing Amnesia and Other GPU Maladies With AMD Developer Tools
    • Radeon™ ProRender Full Spectrum Rendering 2.0: The Universal Rendering API

Technically Art: Issue 54 (15.05.2020)

  • collection of tweets related to VFX, shaders, and game art

I haz a GDC talk - Real-Time CSG

  • overview of what Constructive Solid Geometry (CSG) is and workflows
  • presents the algorithm that allows for iterative updates including how to calculate intersections and mesh generation

Getting started with Radeon Memory Visualizer (RMV)

  • the post provides an overview of the new AMD memory profiler for Vulkan and D3D12
  • this tool allows gaining a deeper understanding of memory usage
  • shows all allocations, tracked on a timeline, will enable comparisons of snapshots and gives warnings about possible problems

Using Blue Noise For Raytraced Soft Shadows

  • the article shows how to calculate the shadows from the sun
  • presents the results of the shadow quality with white and blue noise
  • the implementation is then extended to Spherical Positional and spotlights

Ray Marching Fog With Blue Noise

  • the article presents how using blue noise can improve ray marching results
  • provides a shadertoy that compares against white noise

Frame Analysis - Minecraft RTX Beta

  • presents a breakdown of the RTX implementation for Minecraft

Some brief thoughts on how Nanite in UE5 possibly works....

  • the author presents his ideas about how the Nanite technology in the UE5 tech demo might be implemented

Some thoughts on Unreal 5's Nanite - in way too many words

  • the article that discusses possible ideas on how the UE5 nanite technology might be implemented
  • contains links to exciting techniques that might be related, or inspired the development

NVIDIA Ampere Architecture In-Depth

  • an overview of the new Nvidia Ampere Architecture aimed at compute workloads
  • new tensor cores for f32 data, IEE compliant fp64, and BF16 throughput improvements
  • adds the ability to run multiple processes on the same GPU with error isolation

CUDA 11 Features Revealed

  • overview of new features in CUDA 11 and how the NVIDIA Ampere GPU hardware features are exposed

Thanks to Aras Pranckevičius for support of this series.

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