Graphics Programming weekly - Issue 58 — October 14, 2018

Distance Fields

  • explains an O(n) algorithm that calculates 2D distance fields by operating on rows and treating samples as overlapping quadratic parabolas
  • shows ideas to visualize distance fields, generate tiling noise and some use-cases of distance field functions

2018 XDC - Khronos

  • slides from XDC (X.Org Developer’s Conference)
  • Vulkan timeline semaphores
    • allow increasing a 64-bit value on signal and wait on “greater than” a target value
    • unified system for CPU and GPU waits
    • look at how to implement them in the drivers
  • many more talks about OS-level graphic topics

Mesh Shader - Implicit Subdivision on the GPU

  • compute shader based adaptive GPU tessellation technique using Mesh Shaders on Turing
  • up to ~25% rendering time reduction at high tesselation rates

Introduction to Real-Time Ray Tracing with Vulkan

  • explains the Vulkan ray-tracing extension
  • contains an overview of the ray tracing pipeline, the new shader types and how to interact with the API
  • shows how to generate the acceleration structure, update and compact it as required

Deep Compositing and Reprojection

  • explains the mathematical foundation behind deep composition that allows compositing of volumetric effects such as fog

Rendering the Moana Island Scene Part 2: A production scene from a hobby renderer

  • walkthrough of the steps required to render the Moana scene in the authors custom path tracer
  • uses a binning scheme on rays combined with on-demand geometry loading to be able to render the scene on a 32 GB RAM machine

Project: SDL render batching

  • discusses a change to the SDL render back-end that will batch CPU rendering commands to reduce the number of draw calls required
  • this will improve performance significantly

Gfx-hal Tutorial part 2: Vertex buffers

  • next part of the series on gfx-hal usage (low-level graphics API for Rust)
  • adds support for loading and using vertex buffers

Ripples For Days

  • explains a water ripple system implementation that uses a top-down projection of ripples onto the water surface in a separate rendering pass

distance functions

  • updated SDF function for a capped cone, round cone, and an ellipsoid

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