Graphics Programming weekly - Issue 232 - April 24, 2022

Shader compiler tools

  • the article presents an overview of the shader compilation pipeline in Wicked Engine
  • presents how to track header dependencies when using the DXC shader compiler and how to detect changes to trigger recompilation
  • presents pointers on how to unify Vulkan and D3D12 shaders as much as possible

A remake of the famous Sponza scene for open, collaborative and reproducible research

  • the Sponza rendering scene has been updated
  • it now contains 4K PBR texture sets and high-resolution geometry
  • optional packages such as curtains, ivy, trees, and emissive candles are available too
  • additionally, a fully rigged and animated knight model has also been released

Dynamic, Noise Free, Screen Space Diffuse Global Illumination

  • the article presents the screen space solution for Global Illumination
  • presents the four steps of the process and how the individual results combine
  • code examples for different steps are provided

Compute shaders in graphics: Gaussian blur

  • the article presents the authors’ first experience with writing a compute shader to implement a Gaussian blur
  • presents the different stages of the experiment, presenting performance numbers for different work sizes and execution patterns
  • this shows how writing pixel shaders can outperform unoptimized compute shaders by a large margin

How to build a BVH – part 2: Faster Rays

  • the article presents how to use a Surface Area Heuristic (SAH) to improve the quality of the BVH generation
  • shows how much speedup can be achieved with the use of the heuristics
  • it additionally covers additional performance optimizations through ordering changes and the usage of SSE

Radeon™ GPU Profiler 1.13 and Radeon Developer Panel 2.6

  • the article presents improvements to the new profiler version
  • contains support for raytracing performance counters and inline raytracing
  • additionally, searching in the ISA of the pipeline is directly supported now

How to build a BVH – part 3: Quick Builds

  • the article presents how to reduce the time required for the presented BVH build from seconds to milliseconds
  • shows an alternative split plane and binning algorithms to speed up the process

Moving, Rotating, and Scaling UVs - Shader Graph Basics - Episode 43

  • the video tutorial explains how to modify UVs from a shader graph in both Unity and Unreal Engine 5
  • explains the concepts step by step and presents the results

Slang Shading Language Advances

  • the talk presents the Slang Shading language
  • presents how generics and interfaces are implemented in an efficient way for GPU execution
  • shows how the language has been deeply integrated into the Falcor material model
  • explains the building blocks for cleaner parameter binding logic across APIs

i3D 2022 - Program

  • program for the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games has been released
  • the conference will take place Tuesday, May 3, through Thursday, May 5, in a virtual setting

Unreal Engine 5 Matrix City Sample PC Analysis: The Cost of Next-Gen Rendering

  • the Digital Foundry video analyses the performance of the UE5 Engine
  • presents a comparison between hardware-accelerated and software only Lumen in terms of performance and quality
  • shows how CPU limited the demo tends to be

Modern OpenGL Tutorial - Tessellation Shaders

  • the video provides an overview of tessellation shader concepts
  • shows how to implement a basic tesselation shader using OpenGL
  • the example presented shows how to adjust the tessellation level of a plane dynamically around the curser

My personal hell of translating DXIL to SPIR-V – part 5

  • the article introduces standard terms and concepts used in compiler literature
  • applies the concept to start explaining the conversion from unstructured control flow into structured control flow
  • discusses common patterns and issues found in the DXIL generated from DXC

Thanks to Leonardo Etcheverry for support of this series.

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