Graphics Programming weekly - Issue 98 — September 15, 2019


The making of Gears 5: how the Coalition hit 60fps - and improved visual quality

  • interview discussing the details of the Gear 5 implementation
  • all post-processing and UI rendering is done post-upscaling in the output resolution
  • using Relaxed Cone Stepping for extra details instead of parallax occlusion mapping
  • a mix of shadow maps and ray-traced distance field shadows


Believable Caustics Reflections

  • tutorial explaining how to implement a Caustics effect in unity
  • uses a tileable texture, that is sampled multiple times
  • slight offsets in RGB sample locations allow for color shifting across channels


Diagnosing performance issues in Unity

  • the article presents an overview of performance methodology to detect performance issues earlier
  • including the building of test scenes, early clarification of constraints and constant checking of assumptions
  • setting budgets early simplifies expectations and possibilities


Jobs

Senior or Lead Graphics Programmer

(Helsinki, Finland)

Ubisoft RedLynx is a multiplatform game development studio located in Helsinki. Along with the hugely popular Trials series, we have developed and published more than 100 games and we are a passionate team of over 140 people of 21 different nationalities. We are seeking an experienced Graphics Programmer to join our core technology team in creating impactful game experiences


WebGPU and WSL in Safari

  • overview of the state of WebGPU in safari
  • Web Shading Language is a new text-based shader language, now supported
  • presents compile-time and size comparisons against SPIR-V based implementations


Mip-mapping is hard – importance of keeping your quads full

  • looks at the behavior of texture sampling in divergent code flows on different hardware
  • undefined behavior that is handled very differently depending on the GPU hardware


Overview of new additions to Vulkan SDK 1.1.121

  • GPU assisted validation for VK_EXT_buffer_device_address
  • SPIRV-opt can now retarget shaders to use RelaxedPrecision without requiring source-level changes


Mitsuba 2: A Retargetable Forward and Inverse Renderer

  • the paper discusses the design of the Mitsuba 2 renderer
  • based on a combination of generic algorithms and composable compile-time transformations
  • demonstrates the approach with Polarized light transport, coherent Markov Chain Monte Carlo (MCMC) exploration, caustic design in heterogeneous media with multiple scattering


Technically Art: Issue 34 (13.09.2019)

  • collection of tech art tweets, many gifs, and videos showing a large variety of effects and art styles


Variance-aware multiple importance sampling

  • the paper proposes a new weighting heuristic for multiple importance sampling
  • taking into account variance estimations
  • shows how to integrate the solution into Bidirectional path tracing


Integral formulations of volumetric transmittance

  • the paper presents novel integral formulations for volumetric transmittance
  • it enables the use of Monte Carlo estimator variance analysis
  • comparison of different estimators for different scenarios


Thanks to Bruno Opsenica for support of this series.


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