jendrikillner

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Montreal, Canada
1 comments
31 followers
166 entries
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jendrikillner
November 12, 2017
Graphics Programming weekly - Issue 16 — November 12, 2017

Announcing new DirectX 12 features [wayback-archive]

  • support for GPU heaps that persist a device removal MSDN

  • allow writing of U32 values directly from withing command lists MSDN

  • Depth Bounds Testing support MSDN

  • Programmable MSAA MSDN

World of Tanks: Graphical Update Technical Overview [way…

874 views
jendrikillner
November 05, 2017
Graphics Programming weekly - Issue 15 — November 5, 2017

2017 LLVM Developers’ Meeting: “Apple LLVM GPU Compiler: Embedded Dragons

  • explanation of GPUs
  • overview of GPU execution model
    • latency hiding
    • register usage
  • many compiler internals
    • optimizations and trade-offs that need to be considered
  • uniformity hoisting
    • compiler is able to extract constants …
864 views
jendrikillner
October 29, 2017
Graphics Programming weekly - Issue 14 — October 29, 2017

OpenCl -> Vulkan: A Porting Guide [wayback-archive]

  • why?
    • better cross-platforms support
    • more frequent driver updates
    • more tools
    • less driver overhead, up to 3x less
  • shows differences between the APIs
  • clspv a tool to compile openCL shaders to SPIRV

Bringing Galaxy on Fire 3 to Vulkan: Stats …

811 views
jendrikillner
October 22, 2017
Graphics Programming weekly - Issue 13 — October 22, 2017

VK_KHR_dedicated_allocation unofficial manual [wayback-archive]

  • extension allows the driver to inform application that separate allocations are preferred
  • nvidia and intel need this extension to allow extra optimizations
  • how to use the extension

Material layering [wayback-archive]

  • overview of di…
1,112 views
jendrikillner
October 15, 2017
Graphics Programming weekly - Issue 12 — October 15, 2017

Forward+ decal rendering [wayback-archive]

  • goals: avoid additional geometry, and don’t increase draw call count
  • extend the light structure to also support decals
  • cull the decals, sort them and apply them in the object shader just as lights
  • still has a few open problems, for example mip selection …
858 views
jendrikillner
October 08, 2017
Graphics Programming weekly - Issue 11 — October 8, 2017

Lightmap optimizations for iOS [wayback-archive]

  • lightmpas too big for the memory budget on iOS
  • using ETC2 as a replacement for DXT5 (same size, slightly less quality)
  • switched to per-vertex lightmaps
    • needed some art fixes
    • but reduced disk size to 17 % and most expensive runtime location to 25 %…
857 views
jendrikillner
October 01, 2017
Graphics Programming weekly - Issue 10 — October 1, 2017

real-time-rendering: an overview for artists [wayback-archive]

  • overview of
    • pbr
    • render pipeline
    • draw calls
    • culling
    • optimizations

Design Patterns for Low-Level Real-Time Rendering [wayback-archive]

  • overview
    • GPU/CPU memory systems
    • command lists
    • GCN resource descriptors
  • ring buffer
    • both GPU and…
842 views
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jendrikillner
September 24, 2017
Graphics Programming weekly - Issue 9 — September 24, 2017

Real-time Global Illumination by Precomputed Local Reconstruction from Sparse Radiance Probes [wayback-archive]

  • realtime global illumination technique
  • using local precomputed data so that no long-range interactions is required between probes and receivers
  • receiver depends only on a constant numb…
885 views
jendrikillner
September 17, 2017
Graphics Programming weekly - Issue 8 — September 17, 2017

About GPU Family 4 - Metal 2.0 [wayback-archive]

  • tile-based deferred rendering (TBDR)
  • imageblocks
    • tile memory that can be acessed from the shader to create custom, tile local storage
    • can be shared between compute, and rasterization
  • tile shading
    • new programmable stage, allow access to all data …
874 views
jendrikillner
September 10, 2017
Graphics Programming weekly - Issue 7 — September 10, 2017

Which Compute ID for me? [wayback-archive]

  • easy to read overview of how compute shader ids are calculated for 1D and 2D processing
  • provides examples

Area Lights [wayback-archive]

  • explanation of specular light calculations for area lights (Sphere, disk, rectangle, tube light)
  • uses the Represen…
844 views
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