Graphics Programming weekly - Issue 207 - October 31, 2021

[video] SIGGRAPH 2021 Rendering Engine Architecture course

  • the videos for the excellent SIGGRAPH 2021 Rendering Engine Architecture course have been released
  • covering Unity / Roblox / Activision rendering architectures
  • as well as the Activision geometry rendering architecture

The curious case of slow raytracing on a high end gpu

  • the article shows that out of bounds access reduced rendering performance by 25x
  • shows how to use NSight Graphics to help investigate performance issues

Practical Gaussian filtering: Binomial filter and small sigma Gaussians

  • the article discusses the Binomial and Gaussians filter
  • presents what a Binomial filter is and how it compares against a gaussian
  • additionally provides details about how a Gaussian filter behaves with different kernel sizes

Advanced API Performance: Command Buffers

  • the article covers a few high-level points on how command buffers allow parallelization of CPU rendering work
  • provides best practices, and pitfalls to watch out for

Advanced API Performance: Memory and Resources

  • the blog post provides recommendations for memory management using D3D12 on
  • provides information on how to receive information about the available budget and manage residency
  • provides suggestions on which resource should be allocated together
  • additionally provides information on tiled resource usage

Advanced API Performance: Mesh Shaders

  • the article provides information about what practices are recommended for getting good mesh shader performance and what are not
  • additionally mentions how the Vulkan extension allows potentially less usage of shared memory

[video] How Link's eyebrows go over his hair - Quick Answer #shorts

  • short 1-minute video that explains how masking with disabled depth testing allows the eyebrows to be drawn above the hair at all times

Thanks to Nathan Reed for support of this series.

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