Graphics Programming weekly - Issue 253 - September 18, 2022


Improving raytracing performance with the Radeon Raytracing Analyzer (RRA)

  • the post provides insights into ray tracing BVH performance
  • shows how splitting BVHs, usage of instances, BVH splitting, and model creation can affect performance
  • the effect of deformations on update vs. rebuild
  • additionally presents a comparison of iterative and recursive ray tracing


Vulkan Render-Queues and how they Sync

  • the article presents how a render graph gets updated to handle exclusive resource ownership between multiple GPU queues
  • examples are provided in Vulkan terms
  • explain the difference between binary and timeline semaphores
  • shows how to integrate swap chain synchronization into such a system


[video] SIGGRAPH 2022 Talk - A Fast & Robust Solution for Cubic & Higher-Order Polynomials

  • the video presentation provides a walkthrough of methods to find the real roots of polynomials
  • presents an example of how to use the technique for hair rendering to calculate hair strand intersections


Defeat Banding – Part II

  • the article discusses a method to detect artifacts in video
  • applies the concept to detect banding artifacts and present a visual representation of the artifacts present over time


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[video] Pixelation Filter - Shader Graph Basics - Episode 61

  • the video tutorial presents how to create a fullscreen post-screen effect that pixelates the screen
  • provides a walkthrough of the implementation in Unity and Unreal using visual shader graphs


Fast Post-Processing on the Oculus Quest and Unity

  • a short article that shows an option to apply tone mapping in forward shading without wanting to use a separate fullscreen pass
  • discusses the shortcomings of the technique


Screen Post-processing Effects: Depth of Field (DOF) and Its Implementation

  • the article provides an overview of depth of field effects
  • shows the effect of different camera parameters on the visual results
  • presents an implementation in Unity shader code


[video] Practical Skeletal Animation // Intermediate OpenGL Series

  • the video tutorial provides a walkthrough of issues in supporting animated models
  • shows how to extend to larger support bone counts, dealing with zero bone influences as well as supporting multiple animations


Thanks to Mike Turitzin for support of this series.


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