Graphics Programming weekly - Issue 64 — November 25, 2018


Bringing Ray-tracing into Remedy‘s Northlight Engine

  • a brief overview of the concepts of the ray tracing extension
  • started integration with replacing screenspace AO and shadow map implementations
  • how to implement ray trace reflections, techniques to reduce noise and optimizations
  • best optimization advice is to split ray casting and shading
  • export ray hit information from raycasting shader, and shade samples later using a conventional compute shader
  • overview of the indirect diffuse voxel solution used in Quantum Break and how ray tracing can be used to improve the results


Real-Time Fluid Simulation in Shadow of the Tomb Raider

  • overview of the Navier-stokes equation, look at each step of the implementation and how it was integrated into the engine
  • scrollable grid, only run simulation near the player character, a static map for the rest of the world
  • obstacle injection uses capsule vs. water plane collision checks
  • algae implementation uses virtual particles that convert density to particles, applies simulations, and turns back to densities


Vulkan & OpenGL CAD Mesh Shader Sample

  • Nvidia sample for mesh shaders using Vulkan and OpenGL
  • presents performance comparison for different meshes and a varying number of vertex attributes


How does a GPU shader core work?

  • explains the GPU programming model, how shaders are executed
  • showcases the differences between CPU and GPU design

All about coding things

  • twitter collection of many graphics and game programming related links

Foggy Window Shader in Unity

  • explains how to implement a shader that simulates a foggy window effect applied to a plane in 3D space
  • allows the user to clean parts of the window. Foggy state returns after some time has passed


Using A Custom Toolchain In Visual Studio With MSBuild

  • explains how to integrate the DirectX shader compiler (DXC) into the Visual Studio build system (msbuild)
  • integration of dependency tracking
  • detecting headers
  • shows how to provide a regex to integrate with the Visual Studio error window


Rendering related threads

  • collection of rendering related twitter threads


Vulkan education survey

  • Khronos survey looking for feedback on Vulkan education material

Model for Real Time—Beyond Counting Polygons

  • beginner level overview about consideration for modeling techniques related to performance and minimizing z-fighting artifacts

Fast, Constant Time Sphere Indexing, Part 1

  • article with interactive and live tweakable examples
  • presents a technique that allows constant time conversion from a position on or above a sphere to the nearest triangle index using an octahedron subdivision model

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Parallel Shader Compilation for Ray Tracing Pipeline States

  • explains how to use new D3D12 API additions to precompile shaders for DirectX raytracing in parallel into a native hardware format


Dota 2 OpenGL vs. Dx9 vs. Dx11 vs. Vulkan

  • performance comparison of OpenGL, D3D9, D3D11, and Vulkan in Dota 2


Ni No Kuni 2: frame analysis

  • frame breakdown of an interior scene in Ni No Kuni 2
  • uses a light pre-pass architecture
  • the cartoon edge line is using FXAA for smoother lines, and the final render result uses SMAA

Low-Discrepancy Blue Noise Sampling

  • C++ header only implementation to generate 2D blue noise sample points

Rasterization in One Weekend, Part I

  • part 1 of the series on writing a software rasterizer in C++
  • explains the concept of barycentric coordinates, edge functions and how they are combined to rasterize a 2D triangle


Vulkan Synchronization Primer - Part I

  • overview of the synchronization primitives of the Vulkan API
  • explains concepts of barriers, access masks, semaphores, and queue transitions


Vulkan Synchronization Primer - Part II

  • the distinction between memory and execution barrier
  • explains render passes including sub-region dependencies
  • look at GPU → CPU synchronization


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