Graphics Programming weekly - Issue 201 - September 19, 2021

Discover advances in Metal for A15 Bionic

  • the video presents what is new with the A15 GPU
  • added support for lossy compression
  • in addition to bandwidth, it also saves 50% memory usage (quality will be dropped to fit)
  • improved sparse texture support with support for depth/stencil
  • as well as support for SIMD shuffle operations

Compute versus Hardware

  • the article presents a comparison of triangle throughput for indexed buffer rendering, mesh shader usage, MultiDrawIndirect, and custom compute shader rasterization
  • comparison is made for depth-only rendering
  • results are presented on Nvidia, AMD, Intel, Qualcomm, and Apple GPU

Creating Portable Vulkan Applications Using DevSim

  • the whitepaper explains how to use DevSim to simulate lower spec devices on higher-end devices
  • the Vulkan device simulation layer will adjust the return values of capabilities queries
  • the paper shows how to use the tool, how it fits into the architecture, and what settings can be adjusted

Digital combat simulator: frame analysis

  • the frame breakdown covers the flight simulator scenes
  • presents how the gbuffer by a texture array with MSAA enabled
  • how reflections, environment maps, and shadows are drawn
  • covers how transparent elements in the cockpit are drawn
  • additionally contains a brief look at post-processing and volumetric clouds

Developing Ray tracing content for mobile games

  • the article discusses lessons learned by ARM’s approach for developing raytracing support for Mali GPUs
  • implemented as software implementation that can be loaded as Vulkan layer
  • presents best practices for mobile performance and battery usage

[video] Smoothstep - Shader Graph Basics - Episode 15

  • the video shows the smoothstep node in UE5 and Unity3D
  • covering the math, and examples of how it is used

[video] The FUTURE Of Graphics | Mesh Shaders, Ray Tracing & Vulkan with Neil Trevett of Nvidia & Khronos

  • video in-depth interview with VP of developer ecosystems at Nvidia
  • discussing Khronos technologies such as Vulkan, upcoming standards
  • as well as how gaming graphics might be developing with new techniques and hardware capabilities

Custom Lens-Flare Post-Process in Unreal Engine

  • the in-depth article shows how to implement a custom physically based lens flare effect as post-process
  • presents what lens flares are, how they are used in games and movies
  • finally shows how to implement them into the UE4 pipeline and replace the build-in effect

Fast Volume Rendering with Spatiotemporal Reservoir Resampling

  • the paper presents how to extend spatiotemporal reservoir resampling to multi-dimensional path space such as volumetric media
  • combines cheap approximations for transmittance with unbiased methods for per-pixel evaluations

A Token Based Approach To Ordering Transitions

  • the author suggests a method D3D12 state transition system for multithreaded command recording
  • based around per-resource tokens that use CPU side fences to synchronize access to previous state transitions

Thanks to Max R.R. Collada for support of this series.

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