Graphics Programming weekly - Issue 7 — September 10, 2017


Which Compute ID for me? [wayback-archive]

  • easy to read overview of how compute shader ids are calculated for 1D and 2D processing
  • provides examples

Area Lights [wayback-archive]

  • explanation of specular light calculations for area lights (Sphere, disk, rectangle, tube light)
  • uses the Representative point method
  • light vector points to the closest point on the light mesh, relative to the reflection vector

Introduction to the Jacobian and its use in graphics [wayback-archive]

The Jacobian is the key showing us how a region changes under a transformation.

  • Gives 4 examples with derivations:
    • In 1D, the substitution
    • Cartesian to Polar
    • Specular microfacet BRDF
    • Volume preserving ball/cube mapping

Demo with non-linearly quantized moment shadow maps and more [wayback-archive]

  • demo for the non-linearly quantized moment shadow maps paper released earlier this year

Improving a renderer [wayback-archive]

  • overview of the effects that went into a 64k demo
  • provides links to papers and code samples for some of them

D_GGX in mediump/half float [wayback-archive]

  • restructure GGX calculations so that they can be performed in half precision (16 bit float instead of 32)

Graphics Programming Projects

  • a number of projects aimed to help the learning process for computer graphics
  • to be used in combination with Graphics Codex

Skinning in a Compute Shader [wayback-archive]


Last Week on DirectX Shader Compiler (2017-09-09) [wayback-archive]

  • overview of what a few of the optimizer passes do and how to use the tools to see the effects