Graphics Programming weekly - Issue 155 — November 1, 2020

Adding support for two-level acceleration for raytracing

  • the second part of the blog post series covering raytracing implementation with compute shaders presents the results of splitting the acceleration structure into two levels
  • presents an overview of the implementation, performance comparison
  • additionally shows that two-level separation provides additional flexibility advantages

Khronos Vulkan Working Group Releases Shading Rate Extension to Increase Rendering Performance and Quality

  • Vulkan extension for Variable Rate Shading (VRS) has been released as VK_KHR_fragment_shading_rate
  • adds the necessary API and SPIR-V extensions

PIX 2010.26 – Updated Command List Execution View & Descriptor Heap Viewer

  • latest PIX update adds support for visualizing the GPU execution of command list from a single ExecuteCommandLists call
  • adds support for showing the resources that belong to each descriptor in a heap

Technically Art: Issue 74 (30.10.2020)

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

The Elephant on RTX – First Light. (or: Ray Tracing Disney’s Moana Island using RTX, OptiX, and OWL)

  • the author presents an overview of his raytracer setup
  • explains the problems encountered and the current state
  • provides an overview of how to trace the Ptex textures on the GPU

Multiple Cameras Camera Blending and Rendering Layers

  • the Unity article explains how to integrate multiple cameras into a scriptable render pipeline
  • shows how to use it for split-screen, overlay camera (including correct blending), and in-game UI
  • additionally shows how to filter objects for one viewport

Shader Graph - Stylized Glass

  • the shader tutorial explains how to stylized toon glass shader
  • shows the breakthrough of the individual component and what they contribute to the final result

Thanks to Angel Ortiz for support of this series.

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