Graphics Programming weekly - Issue 82 — April 28, 2019

A tour of Granite’s Vulkan backend – Part 4

  • shows the window system abstraction
  • can be used to render to a window or into an offscreen render target
  • how to allocate temporary data that is only required for the duration of the frame

A Tale of a Bug

  • the article describes the process to locate a bug in Babylon.js PBR pipeline
  • comparison against other rendering engines confirmed the problem
  • caused by the difference between spherical polynomials and spherical harmonics

Tone Mapping

  • shows the effect on PBR scene when no tone mapping is applied
  • why tone mapping is required and explanation of exposure
  • presents how to calculate luminance and the final average exposure required

Automatic Exposure Using a Luminance Histogram

  • presents the process of tone mapping and how curves are used
  • shows different kinds of tone mapping curves and their final result
  • highlighting what different considerations need to be considered when deciding on a solution

PIX 1904.23 – New Timing Capture preview and improved DXIL shader debugging

  • new PIX version contains a preview of a new timing view
  • will support larger capture durations, up to hours
  • designed to better visualize a large amount of data collected
  • preview because a large number of features are still missing
  • team is looking for feedback

A tour of Granite’s Vulkan backend – Part 5

  • presents how render passes are expressed in the user-facing API
  • shows how layout transition for external dependencies are handled
  • separate logic for user-created, WSI images and transient images
  • suggests that barriers should be treated at a higher level inside a frame graph architecture

i3D 2019 – Sampling Projected Spherical Caps in Real Time

  • presents a new technique for a stochastic sampling of spherical area lights that is suitable for GPU implementations
  • able to reduce noise from unoccluded areas significantly
  • based on cutting the projected spherical cap into disks and sampling the disks instead

Lighting And Transmittance

  • the second part of the volumetric cloud rendering series
  • explains transmittance and phase functions
  • 3D path visualization that presents how phase functions influence the way rays traverse the volume

Dynamic Bounding Volume Hierarchies - Extended version

  • an extended version of the GDC 2019 talk
  • overview of AABB and BVH
  • shows how to build a BVH using bottom up and top down building algorithms and update dynamically
  • presenting different strategies

Thanks to Giuseppe Modarelli for support of this series.

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