Graphics Programming weekly - Issue 151 — September 27, 2020

Porting detroit: become human from playstation® 4 to pc – part 1

  • the post explains the experiences on porting the game from PS4 to PC using Vulkan
  • part 1 of 3 focuses on optimize shader pipeline compilation and descriptor allocation
  • the descriptor allocation is based around dynamic indexing into large arrays for each resource type

Porting detroit: become human from playstation® 4 to pc – part 2

  • part two of the series provides on porting Detroit: become human offers an overview of indexing considerations using the VK_EXT_descriptor_indexing extension
  • shows the AMD ISA disassembly related to sampling textures and how much extra work is required when texture indexing is not uniform

Porting detroit: become human from playstation® 4 to pc – part 3

  • the last part of the series briefly explains how they used scalarization to optimize shader, split command list recording onto multiple threads
  • looks at memory management in more detail, detailing the AMD libraries and tools available for memory management

Making a Real Time Stylized Sword Aura Effect with Shaders

  • the author explains his approach for the design of an aurora shader challenge
  • provides an illustrated walk through how to start from a simple effect and incrementally improve towards the expected look

Borderland between Rendering and Editor — Part 3: Selection Highlighting

  • the articles explains how The Machinery implementing for rendering the outline of selected objects has been archived
  • this is implemented as a screenspace effect using the object ID and depth buffer to detect the shape of the objects
  • presents how to improve visual stability when TAA is used

Fighting Fragmentation: Vulkan Portability Extension Released and Implementations Shipping

  • the blog post provides an overview of the different API layering implementations (Vulkan on Metal, D3D11on12, etc..)
  • Vulkan Portability Initiative exposes a new extension (VK_KHR_portability_subset) that allows these layers to mark features as unsupported
  • progress on updating the conformance testing and device capabilities emulators to make them aware of these constraints

Math in Art

  • beginner-focused tutorial explains how to store normals, noise, and positional data in textures
  • explains what kind of effects can be archived with this data
  • the example effects are implemented using ShaderGraph in Unity

Vulkan Will Soon Have A Vendor-Neutral Cross-Platform Ray-Tracing API

  • video presentation from the X.Org Developer Conference provides an overview of the Vulkan vendor-neutral API extension

Technically Speaking Challenge 1: Retro Shaders

  • collection all entries for a tech art challenge with the theme Retro shaders
  • the entries show a large variety of effects and implementations using different engines

Five years of GPU DB

  • the author presents a look back at the last 5 years of the GpuDB
  • a useful website to gather information about different GPUs and compare them

Loads, Stores, Passes, and Advanced GPU Pipelines

  • the article explains the basic of the tiled GPU architectures used on mobile
  • uses this information to explain the importance of using the correct load and store operations for Vulkan render passes
  • additonally covers foveated rendering extension and how to structure rendering with multiple render passes

Thanks to Warren Moore for support of this series.

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