Graphics Programming weekly - Issue 96 — August 04, 2019

Advances in Real-Time Rendering in Games - Siggraph 2019

  • slides for the Advances in Real-Time Rendering in Games are starting to be released

Mesh Shading: Towards Greater Efficiency Of Geometry Processing (pptx)

  • a brief historical look at the rendering pipeline
  • what aspects mesh shaders can improve
  • explanation of programming model
  • what new programming approaches it enables

Interactive Wind and Vegetation in 'God of War' (2GB pptx!)

  • overview of the interactive wind system in God of War
  • discussion wind fluid simulation, wind sources, receivers, and interactions
  • authoring pipeline, best practices, and algorithm implementation details

Creating the Atmospheric World of Red Dead Redemption 2: A Complete and Integrated Solution (227 MB pptx)

  • a presentation covering the volumetric effects of Red Dead Redemption 2
  • talks about the data model, rendering and scene integration
  • covering clouds, fog, sky, light shafts

AMD RDNA 1.0 Instruction Set Architecture

  • instruction set documentation for the new AMD RDNA GPU architecture

Resident Evil 2 Frame Breakdown

  • frame breakdown of a Resident Evil 2
  • presents the different stages found in the frame
  • deferred rendering engine, heavy use compute and indirect draw

SDF - ellipsoid

  • the article presents a distance for function for ellipsoid
  • how to improve it for better control and better interaction with other primitive types

Split-free occlusion sorting

  • the article discusses how to build a correct CPU occlusion sorting structure

SIGGRAPH 2019 Links

  • collection of links to content from Siggraph 2019

Thanks to Nathan Reed for support of this series.

Would you like to see your name here too? Become a Patreon of this series.