Graphics Programming weekly - Issue 5 — August 27, 2017


The vulkan device simulation layer

  • useful to simulate less capable GPUs by returning lower device limits via queries
  • pre-build device simulation layer
  • how to set it up and use it

Vulkan SPIR-V shader size reduction using spirv-opt

  • disusses which and how to order spirv-opt passes to reduce spir-v size up to 60 % (still 40 % bigger then dx byte code)

Beginners Guide to Vulkan

  • list of vulkan tutorials aimed at beginners

Improving Vulkan Breakout - Comparing Uniform Data Transfer Methods In Vulkan

  • compares different methods of updating constants and their associated gpu cost

NVIDIA TESLA V100 GPU ARCHITECTURE- whitepaper

  • new tensor cores designed for machine learning
    • mixed precision 4x4 matrix multiplies and add
    • exposed in cuda
  • unified L1 data cache and shared memory
    • 128 KB, configurable split between cache and shared memory
  • can excute float and int instruction simultaneously
  • better link between CPU and GPU memory system
  • copy engine can now handle page faults without causing fatal faults
  • independent thread scheduling, diverge at sub-wrap granuality
  • better support for multiple applications using the same GPU

Radeon GPU Profiler (RGP) v1.0.2

  • new version released, adding support for vega
  • navigation improvements
  • UI and stability improvements

MTuner - Now open source

  • MTuner is a C/C++ memory profiler and memory leak finder for Windows, PS4, PS3, etc.
  • previously a paid product, now open source

Comparison of OpenGEX, Collada, and glTF

  • good overview of all aspects of OpenGEX, collada and glTF
  • list weakness of glTF from his perspective, make sure to read the next link for an alternative view

A small defense of glTF 2.0 on its comparison against OpenGEX

  • provides an alternative few to the previously mentioned link
  • the author sees many design decisions as strengths instead of weaknesses
  • also mentions missing transforms tracks in glTF

Antialiasing Complex Global Illumination Effects in Path-space

  • idea: limit materials frequency to reduce noise
  • reformulation of anti-aliasing in freyuency domain
  • overview of antiliasing method and implementation details
  • and results

Last Month on DirectX Shader Compiler (2017-08-24)

  • starting support for true 16 bit floats
  • spir-v improvements
  • better pix support

Emotion Challenge: Building a New Photoreal Facial Performance Pipeline for Games - activision

  • pipeline overview
  • how to aquire material, challenges
  • transform into game ready rig

Fluxed Animated Boundary Method

  • method to control particles based simulations (water) to create art directed results