Graphics Programming weekly - Issue 240 - June 19, 2022


How to build a BVH – part 9b: Massive

  • the last part of the series covers how to extend the ray-tracing onto the GPU using OpenCL
  • presents the extensions necessary to render hundreds of Stanford Dragons with reflections and lighting


[video] What is 'Filmic' and how to fix broken digital photography. Part 1.

  • the video discusses the importance of color transformations to final images
  • shows how color shifts can make for very unnatural behavior
  • shows how filming tone mapping can resolve these issues
  • it additionally presents an overview of how filmic tone mapping curve controls in the darkroom tool


The Case for Use.GPU - Reinventing rendering one shader at a time

  • the article presents work done to make GPU operations reactive, declarative, and composable and remove many of the tedious manual boilerplate work required
  • presents the problems and motivation for the suggested solutions
  • the code and demos using WebGPU are available


Jobs

Senior/Lead Rendering Engineer

Los Angeles, Vancouver, Montreal or San Mateo

We have several project openings for a Senior/Principal or Lead Rendering Engineer to work on new/all original IP’s, which are being developed in Unreal 5 and are true cross-play multiplayer games on PC, Console & Mobile.

You will work collaboratively with artists, designers and engineers to realize our beautiful, stylized visual target.

The ideal candidates are broadly experienced with optimization & profiling CPU/GPU on multiple platforms, creating content workflows/pipelines and experienced with both R&D and production systems/features.


[video] 16 - Simulation on the GPU

  • the video explains how to implement a positional-based cloth simulation on the GPU
  • presents how to use NVIDIA Warp to use Python to author the simulation code
  • it mainly focuses on mapping the algorithm onto the GPU for efficient and valid execution


[video] Fullscreen Masks - Shader Graph Basics - Episode 50

  • the video shows to create 3 types of fullscreen masks (square-edge, round-edge, and distance)
  • then presents how to use them to mask off areas where an effect should not be applied
  • it additionally presents how to apply a vignette effect
  • implementation is shown using the visual shader authoring system in both Unity and Unreal


Zero-waste single-pass packing of power-of-two textures

  • the article presents a method to pack individual power-of-two textures into a texture array
  • discusses the placement rules and how to pack them
  • it additionally includes a brief code sample implementation


[video] Shadow Mapping Strikes Back // Intermediate OpenGL Series

  • the video tutorial explains how to use an orthographic projection to implement directional light shadows
  • explains the mathematical understanding behind orthographic projections and how to create a matrix for the projection
  • it additionally shows the difference between left/right-handed coordinate systems
  • presents the C++ and OpenGL implementation code required


The latest Vulkan SDK now ships with Vulkan Memory Allocator (VMA)

  • the Vulkan Memory Allocator is now included as an optional component in the Vulkan SDK
  • can be installed directly from the SDK installer


Thanks to Erika for support of this series.


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