Graphics Programming weekly - Issue 157 — November 15, 2020


CasCmdLine - Few Technical Details

  • brief article that shows how to create a D3D11 device without a window
  • presents that the FXC compiler can export compiled shader to a C compatible header


Practical Tips for Implementing Subsurface Scattering in a Ray Tracer

  • the article presents techniques to improve Subsurface Scattering (SSS) implementation based on the model used in PBRT
  • presents a basic overview, how to importance sample the model
  • shows several improvements that aim to reduce Fireflies, optimize the implementation
  • additionally covers the material system that allows blending between materials that have SSS influence and not


Frostpunk Heatmap

  • the Unity explains how to implement a heat map view to visualize the temperatures in Buildings
  • this effect is based on Frostpunk, the shader implemented as compute shader


Resource uniformity & bindless access in Vulkan

  • the article provides a brief overview of different kinds of array indexing types in shaders
  • presents Vulkan caps required for a bindless access pattern
  • shows when extra annotations are needed for correct results and how these interact on different hardware


What is shader occupancy and why do we care about it?

  • the blog post explains what shader occupancy is and how it connects to vector registers usage
  • provides a brief overview of GCN hardware details showing how shader compilers deal with data loading


Retro CRT Shader — A post processing effect study

  • the article explains how to implement a CRT rendering effect using GLSL
  • implements screen curvature, scanlines, and edge darkening


Combining 2D and 3D in Blightbound's VFX

  • the article explains how the 2D VFX effect has been integrated int the 3D world of Blightbound


Introducing OWL: A Node Graph Abstraction Layer on top of OptiX 7

  • article introduces OWL, an abstraction build on OptiX 7
  • presents the difference abstraction difference between OptiX 6 and 7
  • shows several projects using it and samples on how to use it


The Bright Side of Ray-Traced Global Illumination in Unity

  • the article presents the difference between baked, screen-space rasterization and Ray-traced GI of unity
  • shows how many visual influences can be expected from the different techniques
  • brief look at the performance of the other techniques


Thanks to Mike Turitzin for support of this series.


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