Graphics Programming weekly - Issue 38 — May 13, 2018

Optimizing Vulkan for AMD and the tale of two Vulkan drivers

  • experience of using vulkan with AMD drivers (stock and open source)
  • comparison of register usage with different shader compilers

Vulkanised is back!

  • Khronos event focused on experiences of game developers that ship Vulkan versions on May22 in Cambridge

How much does additive bind pose help?

  • compressing animation key frames relative to the bind pose and presenting results
  • results are data dependent, on Paragon dataset saves 7.9% but increases compression time

Efficient Rendering of Layered Materials using an Atomic Decomposition with Statistical Operators

  • new model for layered materials
  • statistical analysis that uses an atomic decomposition of light transport to predict scattering in the layered structure
  • per layer statistics are combined into a scattering function as mixture of microfacet models

The Display Resolution of Head-mounted Displays, Revisited

  • in-depth look at the distribution of display resolution across the VR display
  • how this influences the mapping of renderer output results to the final display
  • physical display resolution is the same on both headsets (1080×1200 per eye)
    • Oculus favors resolution over FoV
    • Vive has a higher FoV but reduced resolution

Voxel DAGs and Multiresolution Hierarchies from large-scale scenes to pre-computed shadows

  • tutorial course covering representation, usage and applications of voxel DAG and multiresolution hierarchies
  • voxel DAG take advantage of duplicated data found in voxel data sets
  • how to
    • compress color information
    • construct a DAG using CUDA
    • raytrace the structure
    • use it for shadows in static environments

GPU Font Rendering - Current State of the Art

  • unicode overview
  • overview of different font rendering techniques
  • look at how Slug renders individual glyphs and what is required to present good results for lines of text

HLSL for Vulkan: Semantic Strings and Location Numbers

  • explanation of rules that apply to shader input structures and interstage linking
  • differences between HLSL and SPIR-V semantics
  • shows how HLSL semantics are expressed in SPIR-V

Spherical Gaussian series

  • blog series about the mathematics of spherical gaussians
    • a gaussian function that is defined on the surface of a sphere
  • and how to use the techniques for normal map filtering

2018 Montreal Vulkan Dev Day

  • videos from the Montreal Vulkan dev days have been uploaded