Graphics Programming weekly - Issue 180 — April 25, 2021

Announcing HLSL Shader Model 6.6

  • 64-bit integer atomics are now supported
  • some new capability bits got introduced as not all views, sources support it on all hardware
  • dynamic resources allow indexing into a single array of descriptors,
  • explains what helper lanes are and how they relate to lanes and quads
  • compute shader derivatives and how they are derived from thread group layout
  • Wave Size attribute allows shaders to specialize shaders for wave sizes

Supermassive black hole tutorial

  • the tutorial provides a walkthrough of a raymarching supermassive black hole shader
  • implementation is an approximated physically-based done using Unity
  • author presents the sources, approximations done and discusses limitations

[video] RTXDI: Details on Achieving Real Time Performance

  • Talk discusses how the performance of the ray-traced direct illumination was greatly improved
  • presents an overview of what ReSTIR importance sampling algorithm
  • shows to the memory coherence and bandwidth was reduced through pre-randomization of input lists
  • additionally discusses how the number of rays could be reduced by decoupling shading, reuse, and visibility

[video] Denoising Raytraced Soft Shadows on Xbox Series X|S and Windows with FidelityFX

  • explains shadow denoising process
  • broken down into 5 blocks that are explained individually
  • shadow mask creation, local neighborhood, occlusion, reproject, and spatial filters
  • first covers the functionality of these blocks
  • afterward shows optimizations applied to each stage

[video] Tier 2 Variable Rate Shading in Gears

  • overview of Variable Rate Shading (VRS), what is supported with Tier 1 and 2
  • edge detection run as part of the tone mapping step, generating two shading images (default and conservative)
  • VRS shading rate image is also read in compute shaders for reduced shading rate for compute shaders
  • presents performance numbers

Inverse Z-Buffer

  • visual representation that shows why inverted depth buffer range with floating-point formats improves precision

i3D 2021 - Posters

  • list of posters presented at I3D
  • covering Linearly Transformed Spherical Harmonics, Style-Preserving Pixel Art Magnification, Rendering of Many Lights with Grid-Based Reservoirs and others

ShaderQuest Part 5: Shader code syntax & Colors

  • part 5 of beginner-focused shader tutorial series
  • focuses on data types, representation of color
  • shows how to output constant colors in Unity shaders code, visual shader graph, and unreal engine

The Graphics Codex

  • the Graphics Codex online textbox is now a free
  • covering an extensive range of topics, model of light, Rendering equation, camera, material models, path tracing, parallel architectures, and much more
  • additionally contains many references to further sources on the topics

Rendering Decals and Many Lights with Ray Tracing Acceleration Structures

  • the paper presents a method that uses the AABS from hardware raytracing shaders to apply decals and lights
  • uses a zero-length ray to collect all overlapping decals/lights per pixel
  • compares performance against deferred decals

Thanks to Unai Landa for support of this series.

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