Graphics Programming weekly - Issue 249 - August 21, 2022

The GPU Banana Stand

  • the article presents an overview of the composable declarative GPU authoring
  • shows how chain compute dispatches, handles historical data as well as visualizes temporary results
  • it additionally discusses how the tree representation allows internal composability and enables background optimizations

My personal hell of translating DXIL to SPIR-V – finale

  • the article continues the series of translating DXIL to SPIR-V for use with vkd3d-proton
  • the part covers how to convert structured control flow. DXIL is unstructured and needs to be converted into structured SPIR-V
  • discusses the limitations, oddities and solutions developed to make the conversion work and debuggable

Exploring Shaders with Compiler Explorer

  • the article presents how to integrate new compilers into the compiler explorer infrastructure (which can be run locally)
  • discusses the DXC and AMD Radeon™ GPU Analyzer integration
  • shows the limitations of the existing integration

[video] Let There Be Light (And Shadow) | Writing Unity URP Code Shaders Tutorial [2/9]

  • the video tutorial presents how to write universal rendering pipeline shaders in HLSL
  • shows how to implement simple diffuse & specular lighting, explaining the render pipeline as the author goes along
  • it also shows how to integrate shadow rendering
  • additionally presents the debugging tools available

Deconstructing Bézier curves

  • the article explains the underlying theory for Bézier curves and shows how the different component interacts
  • presents how to express the curve mathematically so that intersections between a ray and the curve can be found
  • shows how to use the information to detect if a pixel is inside or outside of a shape

Journey to Lumen

  • the article discusses the different approaches that were tried during the development of lumen
  • presents tradeoffs of the different techniques and how the decision was made on which one to use
  • it additionally shows how the arrival of Nanite changed several variables significantly and therefore made a new evaluation of approaches necessary

[video] Resampled Importance Sampling: Foundations of ReSTIR

  • the video presents the foundation how to general ReSTIR sampling
  • this allows resampling with importance sampling for arbitrary domains
  • continues to show how to apply these concepts to allow ReSTIR for path-tracers
  • shows how to allow reuse across paths, discusses considerations and limitations

[video] Coding a crazy weave pattern

  • the video shows how to implement a Truchet effect using shadertoy
  • presents the whole implementation from start to finish, showing all intermediate steps
  • it additionally discusses how to extend the concepts and possible future extensions

Lightweight Multidimensional Adaptive Sampling for GPU Ray Tracing

  • the paper presents how to adapt multidimensional adaptive sampling for interactive real-time ray tracing
  • applies the technique to stochastic effects such as motion blur, depth of field, and indirect illumination
  • presents a performance comparison against Halton sampling

[video] Fog Rendering - Part 2 // 'ShaderX2 In Practice' series

  • the OpenGL fog rendering series extends the previous works and implements Layered and animated fog
  • explains the underlying theory before showing the implementation using GLS

[video] Post Process Cartoon Outlines - Shader Graph Basics - Episode 57

  • the video tutorial shows how to implement cartoon outlines in screen space
  • discontinuities in scene depth and normals are used to detect edges
  • the resulting filtered edge mask is used to apply outlines around objects

Thanks to Aras Pranckevičius for support of this series.

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