Graphics Programming weekly - Issue 6 — September 3, 2017


Automated Testing of Graphics Shader Compilers

  • targeting GLSL
  • uisng metamorphic testing (generating families of programs that should yield identical results)
  • sucesfully used to find driver bugs and security issues

Efficient barycentric point sampling on meshes

  • unbiased random sampling of points in a triangle using weights and barycentric coordinates
  • focusing on sampling within a single triangle
  • mentions sources for triangle selection algorithms

Double Hierarchies for Directional Importance Sampling in Monte Carlo Rendering - jcgt.org

Describe a novel representation of the light field tailored to improve importance sampling for Monte Carlo rendering. We provide a reference open source implementation.


High-Level Rendering Using Render Graphs · Our Machinery

  • similar ideas to FrameGraph in frostbite
  • can execute multipe per frame, frostbite can do the same
  • each pass can create, read, write to GPU resource
  • additionally also allows inclusing of CPU resources

Noisy edges

  • how to hide polygon structure in map generations with noisy edges

Stable barycentric coordinates - gpuopen

  • how to achieve stable barycentric coordinate ordering independent of vertex locations

Voxel-based Global Illumination

  • GPU based
  • Voxelization on the GPU
  • Cone tracing

More performance, more gameplay - Insomniac Games

Quick overview of:

  • Understand the problem
  • Understand the data
  • Understand the algorithm
  • Understand the latency requirements
  • Remove waste

Main focus:

  • Use the hardware to full effect

Perceptual Insights into Foveated Virtual Reality

  • Efficient peripheral rendering is fundamental for VR rendering
  • Perceptual evaluations can expose opportunities for significant speedups

Notes on Anti-Aliasing : Texture filtering (part 3)