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.


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