Graphics Programming weekly - Issue 272 - January 29nd, 2023

Teardown Frame Teardown - Rendering analysis

  • the article presents a rendering analysis of the game Teardown
  • shows a look at video captures of the game to develop an intuition before diving into RenderDoc
  • shows that the game objects are drawn using a 3D Sprite concept
  • the game uses a volumetric shadow map that is updated from the CPU
  • additionally covers Lighting, Compositing as well as Post-Processing

Accelerated Photon Mapping for Hardware-based Ray Tracing

  • the paper presents how to take advantage of ray tracing hardware for progressive photon mapper
  • shows how ray tracing–based collection outperforms hash-based GPU photon mapping algorithms
  • additionally introduces Photon Culling, a technique to reduce the number of photons stored per iteration

Bringing Nanite to Fortnite Battle Royale in Chapter 4

  • the article explains updates required for Chapter 4 of Battle Royale
  • shows how increasing triangle counts of the mesh tented is better than masked materials and techniques to preserve vegetation density
  • discusses how to handle object animation and improve culling

Introducing Compressonator v4.3

  • the new release introduces support for the Brotli-G lossless compression format
  • additionally adds support for RGBA_10101002, R8 and 16-Bit PNG File support

[video] Image-based Lighting (IBL) of PBR Materials [Shaders Monthly #11]

  • the video presents how to implement image-based lighting of the Cook-Torrance microfacet BRDF
  • contains how to derive the Ground Truth Solution and shows how the Split Sum Approximation can simplify the equation
  • presents how to implement the required shaders using GLSL

Infinite Quadtrees – Fractal Coordinates

  • the article introduces the idea of expression quadtrees in terms of a collection of square grids
  • this allows the space to grow indefinitely as the used spaces change (movement or zooms)

Learn WebGPU

  • the WIP guide covers how to use the WebGPU graphics API from C++
  • at this time, presents how to create a render a basic 3D mesh
  • additionally shows how to load and apply textures

The LookAt Matrix

  • the article presents how to implement a camera look-at matrix
  • visually shows how the components combine to form the result
  • mentions the difference between rasterization and ray-tracing workloads

Lumen brings real-time global illumination to Fortnite Battle Royale Chapter 4

  • the blog post describes what changes were required to make Lumen work in 60 FPS mode for the new season of Fortnite
  • discusses how a reverse lookup structure is used to accelerate per-mesh surface cache information for sharper reflections and lighting when using software ray tracing at low resolutions
  • shows how spatiotemporal blue noise was able to improve results from the same number of rays

Virtual Shadow Maps in Fortnite Battle Royale Chapter 4

  • the article explains the issue that needed to be solved for Virtual Shadow Maps at 60fps
  • explains common issues that are often encountered when trying to cache sun shadow maps
  • additionally explains a collection of techniques required to improve performance and quality for the Fortnite art style

Thanks to Bruno Opsenica for support of this series.

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