Graphics Programming weekly - Issue 163 — December 27, 2020


Why are video games graphics (still) a challenge? Productionizing rendering algorithms

  • the article provides an overview of considerations when developing a graphics technique for video games
  • presents how game design, workflow, performance, artist controllability, … affect the possible solution space
  • provides a case studio from the vegetation system from The Witcher 2


Frustum Culling

  • the article presents how to implement frustum culling and the effects on CPU and GPU performance


Why Raytracing won't simplify AAA real-time rendering.

  • the blog post provides a look back at the evolution of graphics technology and how they affect game production
  • author expresses his view on how ray tracing will repeat history and complexity will continue to increase as we want to archive more complex goals


RDNA 2 hardware raytracing

  • the blog posts takes a look at the RNDA ISA and presents how ray tracing has been implemented in AMD hardware
  • look at the instructions to accelerate ray/triangle and ray/BVH intersection logic in hardware


A perceptual color space for image processing

  • the article presents a new perceptual color space
  • illustrates how the color space conversion is used and how it was derived
  • color space is designed to use D65 white point (easier interop with Rec202 and sRGB) with even transitions when used in blending


States and Barriers of Aliasing Render Targets

  • the article presents an overview of D3D12 aliasing barriers, Discard/Clear semantics, and how they interact with resource states
  • presents three approaches to the problem
  • it appears no way exists that doesn’t trigger debug-runtime errors and archives optimal performance


Thanks to Jonathan Tinkham for support of this series.


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