Progressive Sampling Strategies for Disk Light Sources
- comparison of combinations of six different sampling strategies for disk area light sources and 9 sample sequences
- testing is done for wholly and partially illuminated regions
- the best result could be achieved with…
High-Performance Procedural Noise using an Histogram-Preserving Blending Operator
- a technique that allows the generation of infinite output space from a small example texture (such a grass, snow) in a pixel shader only
- for example tillable terrain textures
- cheap to ev…
Breaking down barriers – part 3: multiple command processors
- discusses problems with synchronization between unrelated work when using a single command queue
- showcases how two command queues can achieve better overall utilization at the cost of longer latency
Using Compute Post-Processing in Vulkan on Mali
- how to use two Vulkan queues to enable optimal scheduling for compute-shader based post-processing
- discussion how fragment → compute can introduce bubbles on the hardware
- uses two software queues with semaphore synchroniz…
Real-World Measurements for Call of Duty: Advanced Warfare
- this in-depth document (26 pages) covers how real-world measurement is used to achieve correct lighting in call of duty
- explanation of camera concepts
- getting relative EV differences between light and shadowed …
The Machinery Shader System (part 3)
- shader authors can define variations of shaders with a number of systems
- each system can inject code/resources/constants into the shader
- a material allows specifications of which shaders belong together, which systems they use and a…
INSIDE shipping on iOS
- many optimization lessons learned for mobile
- how to deal with shader preloading
- discussion of error detection in automated image comparison tests
- increased game brightness to reduce the use of display backlights to save battery and reduce heat
- us…
Kernel Foveated Rendering
- implements foveated rendering through usage of log-polar transformation
- gbuffer is written as normal, attributes transformed into sub-resolution textures using a log-polar transformation
- shading is done in log-polar space before the results ar…
Optimizing Vulkan for AMD and the tale of two Vulkan drivers
- experience of using vulkan with AMD drivers (stock and open source)
- comparison of register usage with different shader compilers
Vulk…
Stylized VFX in RIME – Water Edition
- how the stylized vfx in Rime was implemented
- short overview of fire and smoke effect
- in-depth overview of the water rendering implementation
SPIRV-Cross - Ref…
Advertisement
Popular Blogs
Advertisement