Graphics Programming weekly - Issue 312 - November 5th, 2023

NVIDIA Micro-Mesh Vulkan Sample

  • Nvidia released a sample that explains how to render Micro-Mesh using both the Vulkan extension and classical compute shaders
  • presents how to read the necessary data all the way to render it
  • shows how to rasterize and ray trace the data

OpenPBR v0.2 Now Publicly Available

  • the blog post describes the first public release of the Open Physically-Based Rendering model
  • the model is built upon MaterialX by Adobe and Autodesk
  • the early release that is looking for feedback from the community before the final release in 2024

Real-time dreamy Cloudscapes with Volumetric Raymarching

  • the article presents the story of the development of a cloud shader that uses raymarching to render a cloud space
  • starts with raytracing, and the reformation of tracing density as the starting point
  • from there, expand the example step by step to implement more advanced capabilities
  • all intermediate stages are presented as interactive examples

Finding Real Polynomial Roots on GPUs

  • the article discusses the implementation details of an efficient method to compute roots of Polynomial functions with high degrees
  • presents an overview of the underlying method (Bracketed Newton bisection) and the implementation issues related to performance and precisions
  • shows how to use Nvidia’s Nsight to identify the performance issues and how to resolve the register spilling problem to improve performance significantly

PIX 2310.30: a faster PIX with many raytracing + other improvements

  • the blog post discusses the changes in the latest significant PIX release
  • improved application performance, vastly improved raytracing debugging capabilities, and much more
  • also lists breaking changes introduced in the accompanying WinPixEventRuntime

  • the video shows the visual fidelity of the PC version of Alan Wake 2
  • presents how the different levels of raytracing affect the visual results
  • contains many insights into what limitations can be resolved with raytracing and what can still be improved
  • additionally presents a brief look at the DSSL upsampling logic being used

[video] How Are Games Rendering Fur?

  • the video discusses the nature of hair and the aspects that make it a complex topic to reproduce
  • presents how hair can be represented as shells and builds up the technique step by step
  • additionally presents what issues the technique has and workarounds to reduce the visual impact of the limitations

[video] OpenGL [Episode 30] [Theory] The View Matrix

  • the video provides a beginner-level view of how a camera orientation can be represented and transform vertices from the 3D world onto the screen
  • explains the concept in OpenGL terms and shows the necessary library calls to create the matrix

Thanks to atyuwen for support of this series.

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