Graphics Programming weekly - Issue 135 — June 7, 2020

Work-Efficiency vs. Step-Efficiency

  • the article discusses how to classify GPGPU work into the critical sequential work and the total amount of work done across all workers
  • presents how this division is useful to talk and understand the performance of algorithms

Widespread error in Radiance HDR RGBE conversions

  • the article presents how RGBE 8888 should be encoded and decoded correctly
  • explains the reasoning and shows how the encoding format works

Casual Shadertoy Path Tracing 2: Image Improvement and Glossy Reflections

  • part 2 of path tracing implementation series, adding Glossy reflection Anti-Aliasing, tone mapping, and camera exposure

SIGGRAPH Spotlight: Episode 35 – Real-Time, Ray Tracing, and Realism

  • Podcast episode with Arisa Scott (Unity), Eric Haines (NVIDIA), Mike Hardison (Blizzard Entertainment), Mohen Leo (ILM)
  • discussing the evolution of real-time technology and upcoming techniques

How to evenly distribute points on a sphere more effectively than the canonical Fibonacci Lattice

  • the article explains how to use to distribute points onto the surface of a sphere

LunarG releases GFXReconstruct, a new Vulkan Capture/Replay Tool, with SDK 1.2.141

  • new Vulkan SDK now contains the Microsoft Shader Compiler
  • GFXReconstruct is a new layer and tool that will replace vktrace, it allows recording and playback of Vulkan commands

SPIR-V Guide

  • this guide is designed to explain SPIR-V, what to use it for and present an overview of the internals
  • additionally provides instructions for tooling and extension mechanism

Writing Shader Code for the Universal RP

  • Shader guide that explains how to write Unity shaders that are compatible with the Universal Render Pipeline
  • highlighting differences between the built-in pipeline and Universal Render Pipeline

Messed up 3D Meshes: A case study in the limits of integer floating point

  • the article shows problems of floating-point precision in the model export pipeline

Ambient Occlusion

  • the presentation explains what Ambient Occlusion is, and provides an overview of different algorithms used to implement the effect

Real-time Cubism Shader

  • presents a method to implement a Cubism effect, similar to what can be seen in “Spider-Man: Into the Spider-Verse”
  • provides a Unity implementation

Sharpening the renderer

  • the article presents Contrast Adaptive Sharpening and how it’s used in EVE to make details on ships and planet surfaces clearer

Texture Generation Part 2: Normal Swizzling

  • Unity tutorial that shows to mix Normal map correctly
  • considerations to export normal maps to take the most advantage of the BC compresses precision

Thanks to Graham Wihlidal for support of this series.

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