Graphics Programming weekly - Issue 309 - October 15th, 2023

Locally-Adaptive LOD for Hardware-Accelerated Ray Tracing

  • the paper introduces a level of detail technique for triangular meshes for use with ray tracing workloads
  • proposes a data structure for hierarchically representing triangle meshes, allowing localized decisions for the desired mesh resolution per ray

Work graphs API – compute rasterizer learning sample

  • the blog post shows how to implement a scan-line rasterizer using D3D12 work graphs
  • presents how to implement the rasterization using D3D12 work graphs, showing the C++ and HLSL implementation
  • shows how to split work between GPU threads and how it affects performance

Voxy tool development so far...

  • the article discusses the author’s development of a real-time voxel rendering and authoring system in Unreal Engine
  • covers the data structure usage, compute shader implementation as well as issues transition between UE4 and UE5

Advanced API Performance: Debugging

  • the blog post discusses advice to help debug issues with GPU workloads
  • covers how to track GPU progress, get debugging information from shaders, available tools, etc
  • additionally provides a list of steps to follow when tracking down issues

Unity 4D #4: Creating 4D Objects

  • the article covers how to generate a 4D hypersphere
  • discusses multiple generation techniques
  • presents how to sample 4D noise uniformly

Dynamic Resolution Scaling (DRS) Implementation Best Practice

  • the article discusses ten implementation details to consider when working on a Dynamic Resolution Scaling (DRS) solution
  • covering memory handling, resolution choices, effects on frame timing, debugging advice, as well as UI rendering

Vulkan Documentation Just Got Easier!

  • the blog post introduces the updated Vulkan documentation website
  • it combines the spec, proposals, samples, shader language information, etc., into one place
  • the blog post provides the reasoning and an overview of where to find the information

[video] Worn-Out LCD Screen Shader - Advanced Materials - Episode 25

  • the video tutorial presents how to implement a material effect that simulates an old LCD screen effect
  • the effect combines scan lines, vignette fading, flickering, half-tone shading, and flipbook animations
  • implementation is shown in Unreal and Unity Visual Scripting

Master Thesis - Volumetric data structures for real-time ray tracing

  • The master thesis provides an overview of the different trade-offs of volume data structures
  • introduces a method for storing density data in block-compressed textures combined with deduplicating homogeneous nodes
  • shows how this enables efficient flipbook animations

Thanks to Matt Pharr for support of this series.

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