Graphics Programming weekly - Issue 78 — March 31, 2019

Missed the content for March? Don’t worry. The summary is now availbale on my patreon: https://www.patreon.com/jendrikillner


GPU Path Tracing in Unity – Part 3

  • part 3 of tutorial series in building a path tracer in Unity
  • shows how to trace a ray against a triangle and extends this by integration of Unity mesh interactions from the scene

NVIDIA Announces Nsight Graphics 2019.2!

  • new Nsight graphics release adds improved DXR support, D3D12 fence visualization and Vulkan support for the range profiler

Autodesk - A Surface Standard

  • whitepaper presenting the Autodesk uber surface shader based on the Arnold shading model
  • based on ten components that are layered and mixed hierarchical to form the final surface appearance
  • defines a “preview” model that simplifies the shading model for real-time use
  • shows the effect of the individual components and exposed parameters
  • partial Open Shading Language implementation is provided


Advanced Map Shading

  • presents how to render maps using WebGL
  • shows how to convert color maps to elevation
  • generate normal maps from a height map
  • apply soft shadows, ambient lighting and combine with color map information


game developers conference 2019 links

  • collection of links to presentations from GDC 2019

Resources for Learning Graphics Programming

  • collection of resources aimed at helping beginners get started with graphics programming

Variable Rate Shading: a scalpel in a world of sledgehammers

  • overview of Variable Rate Shading which is starting to become part of the D3D12 API
  • will have a two-tier hardware support level
  • tier 1: per draw shading rate changes
  • tier 2: can vary shading rate within a draw, with a screenspace image or per-primitive

New in D3D12 – DirectX Raytracing (DXR) now supports library subobjects

  • next Windows update will add support for library subobjects
  • these allow configuring raytracing pipeline state from HLSL, removing the need for boilerplate C++ code

[video] Khronos - 2019 GDC

  • youtube playlist with all Khronos talks from GDC 2019

A hybrid rendering pipeline for realtime rendering: (When) is raytracing worth it?

  • the author presents his thoughts on the current state of raytracing in games
  • where it can bring an advantage, weaknesses and the need for hybrid solutions
  • how it might influence art direction

stable filtering — part 2

  • explores a stable filter further
  • presents a new test that can be used to validate the filter quality better
  • performs experiments to find a filter that is stable and introduces less blurring than the filter discussed in part 1

Arm Releases Vulkan Best Practices for Mobile Developers

  • ARM released a best practice guide for Vulkan
  • consists of runnable samples that show best-practices and shows common performance pitfalls
  • on-screen information visualizes the performance impact of different methods

Reverse engineering the rendering of The Witcher 3, part 12 - stupid sky tricks

  • look at the disassembly for parts of the skydome, sun, and stars shader from The Witcher

Using AMD FreeSync 2 HDR: Color Spaces

  • covers overview of color theory, color spaces, and encoding
  • presents what problems FreeSync 2 solves and what guidelines it requires hardware manufacturers to follow

Tips and Tricks: Ray Tracing Best Practices

  • list of best practices for ray tracing
  • how to manage the acceleration structure construction and building efficiently
  • how to manage pipeline objects, shaders, and resources
  • denoisers and memory budget

PIX 1903.26 – Occupancy for Turing GPUs and Variable Rate Shading

  • occupancy graph is now supported on Turing GPUs too
  • Variable Rate Shading is supported

Flipping the Vulkan viewport

  • a small article explaining the difference in the viewport coordinate system when using Vulkan compared to OpenGL
  • shows how to flip the viewport to match OpenGL convention

A Multi-Faceted Exploration (Part 4)

  • presents how to precalculate an energy preserving microfacet BRDF with a diffuse-like lobe

An unbiased look at real-time raytracing

  • presents the authors’ views on “do”’s “do not”’s for the future use of raytracing in games
  • how RTX gives new opportunities and also challenges
  • performance vs. quality tradeoffs will still be required, and raytracing will not make this simpler

Unreal Engine GDC 2019 tech talks now available online

  • unreal tech talks from GDC 2019 are available

Thanks to Warren Moore for support of this series.


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