Graphics Programming weekly - Issue 147 — August 30, 2020

SIGGRAPH 2020 Course: Physically Based Shading in Theory and Practice

  • slides and videos for all course talks are available
  • covering Fresnel modeling, MaterialX, Material Composition, Atmospheres system, and Anisotropic shading

Samurai Shading in Ghost of Tsushima

  • the talk discusses the anisotropic specular techniques
  • presenting a new SGGX based filtering approach and fuzz BRDF for use with deferred shading
  • shows the importance of directional curvature


  • a guide aimed at beginners with Godot engine that presents an overview of the available counters
  • shows how to read the counters and use them to guide the process of optimizing rendering performance

New in DirectX— Feature Level 12_2

  • the post lists the minimum requirements and optional features for D3D feature level 12_2

Real-time rendering of water caustics

  • the article presents a WebGL based technique for caustics rendering
  • using a shadow map inspired offscreen target to gather the underwater geometry for intersection testing

PIX Release 2008.26 – Our biggest update to GPU captures since 2017

  • blog post provides an overview the PIX for Windows changes
  • seen GPU capture improvement up to 57X at capture time, broader API support

Introducing the new Vulkan Configurator (vkconfig)

  • the blog post contains an overview of the Vulkan Configurator
  • provides a demo video and a whitepaper

Seven Things for August 27, 2020

  • collection of resources including a link to open Access Siggraph, interactive article on photogrammetry and history of the USD file format

High Quality, High Performance Graphics in Filament

  • how to take advantage of tiling GPU architecture and enable the use of fp16 math
  • cloth shading, reduction of energy loss for rough metals, multi-bounce AO

Quantitative Analysis of Z-Buffer Precision

  • the blog posts present an analysis of depth buffer precision
  • investigates reversed-z with a fixed far plane as well as an infinite projection far plane

Physics-Based Differentiable Rendering: A Comprehensive Introduction

  • SIGGRAPH 2020 course that presents an overview of inverse-rendering techniques that try to solve the problem of reconstructing a scene description given a final rendering image

Bringing an Accurate Fresnel to Real-Time Rendering: a Preintegrable Decomposition

  • presents a new model for Fresnel reflectance that provides a unification of Schlick and Gulbrandsen models with linear properties within realtime constraints

Fresnel model #12

  • Continued discussion on fresnel shading sparked by the talks of Siggraph 2020 - Physically Based Shading in Theory and Practice course

Thanks to Nathan Reed for support of this series.

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