Graphics Programming weekly - Issue 297 - July 23rd 2023

Rendering ‘God of War Ragnarök’

  • the talk presents is a combination of leadership methods and rendering techniques of God of War Ragnarök
  • covering lightings units, optimization techniques, PS5 Enhacements such as raytraced cubemaps reflections
  • presents optimization appraoches used for shadows, geometry, and how it was tracked

Advanced API Performance: Pipeline State Objects

  • the article provides a list of best practice recommendations for usage of PSOs with D3D12
  • additionally also presents what patterns are not recommendation
  • explaining why these recommendations are made

Calculate how many helper pixels a pixel quad has

  • small twitter thread that presents how to use Quad intrinsics and IsHelperLane to visulize how efficent quad shading is


Principal Graphics Programmer

Hybrid Working – Farnborough (45 Minutes outside London)

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[video] Nuclear's graphics tricks #1: simple outline rendering

  • the quick video presents a method to render an outline of an object by taking advantage of wireframe rendering mode
  • relies on rendering backfaces only and drawing lines that are thicker than 1 pixel
  • presents how to implement the technique using OpenGL

Computational complexity of texture encoding

  • the article explains how most tecture encoding formats operate in blocks, presenting how this reduces time complexity
  • Additional computational complexity of encoding textures depends on the search space of possible endpoint/mode combinations, which can be reduced using heuristics and pruning techniques

Santa Monica Studio - Our GDC 2023 presentations

  • Santa Monica Studio release the slides for all GDC 2023 presentations
  • covers not only rendering topics but also AI, Animation, Testing, Art, accessbility and visual scripting

Sub-pixel Distance Transform - High quality font rendering for WebGPU

  • the article presents an in-depth look at SDF font rendering techniques
  • shows issues with common implementations and show how to correctly render on a sub-pixel level
  • discusses how to blend more complex shapes such as Emoji
  • additionally presents how the glyps are cached into runtime dynamic texture atlas


Graphics Programmer

Remote Working (UK Based or Relocation)

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As part of our remote team, you will collaborate with a diverse and innovative group, taking ownership of visual fidelity and rendering performance in Unreal Engine 5.

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Micro-Mesh Overview (Part 1)

  • the blog post provides a first high level overview of the micro-mesh technique
  • contains links to nvidia sources that discuss the technique in more detail

Effective use of the new D3D12_HEAP_TYPE_GPU_UPLOAD flag

  • the article presents what ReBAR is and how it allows GPU resource to be directly CPU adressable
  • shows recommendations when and how to use the technique
  • addiotinally discusses hardware constraints, and how to validate the availbility

Real-Time Neural Texture Upsampling in ‘God of War Ragnarök’

  • the presentation present a neural network approach used to upscale textures
  • shows an overview of BC7 block compression, explaining different modes available and tradeoffs
  • discusses the implementation of the network, preseting performance and quality

[video] User Clip Planes // OpenGL Intermediate Series

  • the video tutorial presents how one can use clip planes to cut geomeetry along plane equations
  • presents the underlything math as well as how to implement the feature using OpenGL

Thanks to Hasen Judy for support of this series.

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