Graphics Programming weekly - Issue 187 — June 13, 2021

Stable Geometric Specular Antialiasing with Projected-Space NDF Filtering

  • the paper introduces an improvement for specular antialiasing
  • normals distribution function (NDF) is filtered in orthographically projected space instead of slope space
  • presents an approximation solution and provide source code
  • additionally presents an isotropic NDF-filtering technique for deferred and forward rendering

[video] Lumen | Inside Unreal

  • Lumen presentations starts at 10:00 minutes
  • presents what Lumen supports, what limitations exists
  • shows an in-depth look at the implementation that uses hybrid tracing techniques
  • looking at the scene representations, surface cache, and the different passes required
  • additionally presents content examples, provides optimization advice, and answering user questions

Future geometry pipeline

  • article discusses alternative approaches for geometry pipeline design
  • moving more work into the pixel shaders, following the patterns of ray tracing shader
  • presents performance comparison of the presented approach and limitations

VFX Notes: Ep 1 – Actor replacement, UE5 and what exactly is gamma?

  • new podcast about VFX in film, TV, and games
  • discussing Resident Evil Village and UE5
  • how game technology is evolving and reaching a collision point between real-time and offline techniques

[video] Drawing a Line Segment in the URP Shader Graph with 2D SDFs!

  • the video tutorial explains how to draw a line segment in pixel shaders
  • shows how to derive the point to line segment formula
  • additionally presents how to combine multiple lines

Brief Analysis of Nanite GPU Culling

  • the article presents a look at the implementation details of nanite GPU culling
  • discusses how the compute shader cull on the sub-instance level
  • shows how clusters are culled and the depth buffer from the previous frame is used

BRDF Importance Sampling for Polygonal Lights

  • the paper presents how to sample polygonal area lights proportional to linearly transformed cosines
  • offers significantly reduced noise and unbiased diffuse and specular shading
  • displays nearly noise-free results at 2 spp

[video] Explore bindless rendering in Metal

  • the video explains the motivation for the bindless model and explains the concept
  • presents how this can be expressed in metal using argument buffers
  • explains memory residency and how this influences what resources can be used
  • additionally explains what synchronization considerations need to be dealt with

Thanks to Neil Bickford for support of this series.

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