Graphics Programming weekly - Issue 286 - May 7th 2023

RPS SDK Tutorial

  • AMD released an extensive tutorial on how to use the Render Pipeline Shaders SDK
  • broken down into multiple parts, it explains the basics to more advanced concepts
  • shows how to render a triangle, express more complex resource dependencies, as well as how to interact between the graph and host application
  • additionally shows how to take advantage of multithreading when recording commands

Microfacet theory for non-uniform heightfields

  • the paper proposes a new method for the combination of rough surface NDFs
  • The presented techniques aim to accurately simulate multiple scattering from heightfields with height-dependent roughness and material properties
  • the solution is based on a layered-Smith microfacet model

Real-Time Neural Appearance Models

  • The paper presents a new method to represent materials utilizing learned hierarchical textures combined with neural decoders
  • presents how to integrate the technique into real-time applications such as path tracers

I want to talk about WebGPU

  • the article presents a history of graphics API and how WebGPU fits into the history
  • shows an overview of how WebGPU works
  • presents possible implementations for different programming languages and how to get started

Advanced API Performance: Sampler Feedback

  • the guide contains best practices for using Sample Feedback on Nvidia hardware
  • shows what is expected to perform well, what is not supported, and possible edge cases to consider

Vulkan Video Decoding

  • the article presents the video functionality that Vulkan exposes
  • discusses how to use the API and what pitfalls were encountered
  • as the Wicked Engine is open source, code and links to the necessary implementation are provided

Unit Gradient Fields: What do we mean by offset?

  • the article presents an overview of Unit Gradient Fields (UGFs)
  • UGFs offer a generalization over SDFs, enabling a more expressive language for implicit modeling
  • this is only part one of a planned series on the topic

Cyberpunk 2077’s Path Tracing Update

  • the article presents an in-depth look at the performance of the latest Cyberpunk 2077 update
  • shows how the hardware is utilized and what the bottlenecks are
  • additionally shows how RDNA2 and RDN3 workloads compare

[video] Level Of Detail // Terrain Rendering episode #7

  • the video tutorial about rendering terrain using OpenGL continues by explaining how LODs can be implemented for the terrain system
  • covers how to create LODs and make sure the terrain doesn’t have any cracks

Thanks to Angel Ortiz for support of this series.

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