Graphics Programming weekly - Issue 76 — March 10, 2019


Real-Time Continuous Level of Detail Rendering of Point Clouds

  • a new technique for continuous level of detail generation of point clouds, designed for VF applications
  • additive point storage, each point is assigned to one level
  • compute shader used to iterate over all points, time-sliced over multiple frames, and builds a new vertex buffer that only contains required points
  • each point is classified into distinct LOD levels + a random factor, this makes it possible to allow the set to be changed continuously
  • points have a blend zone to reduce aliasing, in this zone point sizes are adjusted so that they gradually are blended to the final extent as the camera approaches the points


Reverse engineering the rendering of The Witcher 3, part 11 - lightnings

  • explains how the lightning effect in The Witcher 3 has been implemented
  • based on a tree-like mesh that is expanded based on the normals and additive blending


stable filtering — part 1

  • explanation of half-pel filters
  • shows properties of different filters common in video compression and how they perform when applied multiple times
  • common filters are “unstable” when executed multiple times
  • the feedback loop causes the results to be oversharpened until the results become unrecognizable
  • presents a filter that does not have a feedback loop problem and converges to a slightly softened but stable result


Vulkan Memory Allocator Survey March 2019

  • survey about the Vulkan memory allocator library
  • how it is used, how the experience is and what features are you used or are missing


Hello, bgfx!

  • getting started guide that shows how to use the bgfx library
  • initialize the library and render a cube to the window


The rise of wgpu

  • overview of the state of graphics APIs in Rust
  • presents wgpu-rs, a higher level API based on the WebGPU API that is being designed for use in the browser


Visual Effect Graph Samples

  • overview of particle system samples that have been created with the Visual Effect Graph in Unity
  • including small video demonstrations of most effects


Ray Tracing Gems

  • an unofficial updated version of Ray Tracing Gems with fixes for the errors found in the original book


Getting a Vulkan application up and running on a low-spec device with buggy drivers

  • presents how to find a GPU crash on a low-end Vulkan device
  • caused by a GPU driver timeout, requiring the work to be split into smaller submits


GDC 2019 Presentations

  • overview of all sessions AMD is involved with during GDC 2019
  • will later also include links to the slides as they become available


Thanks to Aras Pranckevicius for support of this series.


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