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.


Would you like to see your name here too? Become a Patreon of this series.