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![Graphics Programming weekly - Issue 139 — July 5, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-139/geometry_processing.png)
[video] two minute papers - This is Geometry Processing Made Easy
- a brief summary video of the “Monte Carlo Geometry Processing: A Grid-Free Approach to PDE-Based Methods on Volumetric Domains” paper
- presents how this paper connects to light transport and …
![Graphics Programming weekly - Issue 138 — June 28, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-138/metal_functions.png)
Get to know Metal function pointers
- the Metal shader API now supports function pointers
- the talk provides an overview of the compilation models and performance considerations
- function tables can be passed via argument buffers t the GPU
![Graphics Programming weekly - Issue 137 — June 21, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-137/layered_materials.png)
Rendering Layered Materials with Anisotropic Interfaces
- a lightweight and efficient method to render layered materials with anisotropic interfaces
- based around GGX BRDF lobes approximations when aligned with the tangent frame
![Graphics Programming weekly - Issue 136 — June 14, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-136/CCIR709.png)
Followup tidbits on RGBE
- the author presents considerations for designing conversations explained with the example of RGBE encoding
- discusses quantization, round trip error, and precision maximization
![Graphics Programming weekly - Issue 135 — June 7, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-135/Work_Efficiency.png)
Work-Efficiency vs. Step-Efficiency
- the article discusses how to classify GPGPU work into the critical sequential work and the total amount of work done across all workers
- presents how this division is useful to talk and understand the performance of algorithms
![Graphics Programming weekly - Issue 134 — May 31, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-134/path_tracing_1.png)
Casual Shadertoy Path Tracing 1: Basic Camera, Diffuse, Emissive
- A tutorial that shows a practical walkthrough on how to implement a path tracer in shadertoy
- focuses on the generation of renderings instead of physical correctness
![Graphics Programming weekly - Issue 133 — May 24, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-133/rendered_1.jpeg)
Rendered #1
- A new newsletter with news and insight on volumetric filmmaking, virtual production, 3D rendering, and other emerging realities
![Graphics Programming weekly - Issue 132 — May 17, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-132/spatiotemporal.png)
Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting
- the paper presents a new technique that allows a massive number of dynamic lights to be rendered in real-time
- the presented implementation shows 3.4 million dynamic, emissive tr…
![Graphics Programming weekly - Issue 131 — May 10, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-131/denoising.png)
Ray Tracing Essentials Part 7: Denoising for Ray Tracing
- the final part of raytracing series
- presents what denoising techniques are and why they are required
- presents a comparison in multiple scenes, explaining how neural network technique is trained
![Graphics Programming weekly - Issue 130 — May 3, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-130/shadow_map.png)
Real-time Shadows
- the presentation provides an in-depth overview of shadow techniques for real-time applications
- discusses what shadow maps are, how they are rendered, stored and used
- provides an overview of common problems and solutions
- additionally provides an overv…
![Graphics Programming weekly - Issue 129 — April 26, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-129/vulkan_descriptor_management.jpg)
flowchart for descriptor set setup in Vulkan
- a flowchart that provides an overview of the descriptor set binding logic of the Vulkan API
![Graphics Programming weekly - Issue 128 — April 19, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-128/bilinear_filtering.png)
Bilinear texture filtering – artifacts, alternatives, and frequency domain analysis
- provides an introducing into linear blending
- explaining that pixels are no signal but rather samples taken at a given location
- presents the star-shaped artifact of bilinear filtering
- d…
![Graphics Programming weekly - Issue 127 — April 12, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-127/subsurface_refraction.png)
Evolving Path of Exile's Renderer
- the talk presents an overview of rendering features developed for Path of Exile
- showing what constraints the game provides and how it enables these implementations
- Point Light Shadows (Screenspace Hierarchical Variance shadow maps)
- Sc…
![Graphics Programming weekly - Issue 126 — April 5, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-126/resultRaytraceShadowMedieval.png)
NVIDIA Vulkan Ray Tracing Tutorials
- collection of Vulkan tutorials for the VK_KHR_ray_tracing extension
- the tutorial starts from a working .obj rendering using rasterization and then integrates raytracing
- additional topics covered are Anti-Aliasing, handling thousands…
![Graphics Programming weekly - Issue 125 — March 29, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-125/mips-4-5-6.png)
Hierarchical Depth Buffers
- the article presents what Hierarchical depth buffers are, what they are used for and how to generate them
- two different techniques for calculating these buffers are presented
- one pixel shader based method and a compute shader variation
- the c…
![Graphics Programming weekly - Issue 124 — March 22, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-124/d3d12_ultimate.png)
Announcing DirectX 12 Ultimate
- post containing an overview of the new D3D12 Feature level 12_2 now called DirectX 12 Ultimate
- covers Variable Rate Shading, Mesh Shaders, DirectX Raytracing 1.1 and Sampler Feedback
- fully supported on PC and Xbox Series X
![Graphics Programming weekly - Issue 123 — March 15, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-123/glossy_paint.png)
Fresnel Equations, Schlick Approximation, Metals, and Dielectrics
- the post presents the fresnel equations that are used for smooth metals and surfaces such as water
- shows the Schlick approximations and compares them to the equations and where to retrieve the necessary…
![Graphics Programming weekly - Issue 122 — March 8, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-122/ue_exposure.png)
How Epic Games is handling auto exposure in 4.25
- the article explains how exposure used to work in Unreal Engine 4.24
- what problems the behavior caused and how the new implementation solves these problems
- looking at grey-point targeting, physical exposure units, lens …
![Graphics Programming weekly - Issue 121 — March 1, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-121/vulkan.png)
Writing an efficient Vulkan renderer
- copy of an article that was published in GPU Zen 2, updated for changes introduced with Vulkan 1.1 and 1.2
- covering memory management, Descriptor sets, command buffers, pipeline barriers, render passes and pipeline management
![Graphics Programming weekly - Issue 120 — February 23, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-120/sokol_gfx.png)
sokol_gfx.h Backend Tour
- a 3 part series that provides an overview of the backend implementations of sokol_gfx for the OpenGL, D3D11 and Metal implementation
![Graphics Programming weekly - Issue 119 — February 16, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-119/ray_coherency.png)
Coherency gathering in ray tracing: the benefits of hardware ray tracking
- the article presents the problems with ray tracing in terms of divergence workflows
- Imagination GPUs are able to reorder rays in hardware to maintain better coherency
![Graphics Programming weekly - Issue 118 — February 9, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-118/normal_maps.png)
Generating Perfect Normal Maps for Unity (and Other Programs)
- the article shows what needs to be considered when baking normal maps for use with separate applications
- it shows what kind of different conventions exists, what common artifacts look like and how to verify…
![Graphics Programming weekly - Issue 117 — February 2, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-117/filtered_images.jpg)
Separate your filters! Separability, SVD and low-rank approximation of 2D image processing filters
- the article presents the basics of Singular Value Decomposition
- shows how to use the concept to check if filters are separable and if not how it helps with approximation…
![Graphics Programming weekly - Issue 116 — January 26, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-116/vcachetuner.png)
Learning from data
- the article presents how ordering mesh data can influence rendering performance
- compares different algorithms developed for this purpose
- the primary focus is on how to train these algorithms using machine learning techniques
- analyzes the results of …
![Graphics Programming weekly - Issue 115 — January 12, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-115/pointcull.jpg)
Clustered shading evolution in Granite
- the article shows an overview of deferred shading techniques
- alternative structures and methods for optimizations are presented
- using compute shader for conservative rasterization for spot and sphere lights
![Graphics Programming weekly - Issue 114 — January 05, 2020](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-114/pbr.jpg)
Physically based shading references, at the end of 2019
- collection of resources covering physically based shading
- a short summary for every source is provided
![Graphics Programming weekly - Issue 112 — December 22, 2019](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-112/disney_sss.png)
Sampling Burley's Normalized Diffusion Profiles
- the article presents how to inverse the CDF of the Disney SSS
![Graphics Programming weekly - Issue 109 — December 1, 2019](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-109/PVRIC-lossless-vs-lossy.jpg)
PowerVR PerfDoc – Performance Validation for PowerVR
- fork of the PerfDoc performance layer to detect performance issues on PowerVR hardware
- the article provides an overview of performance issues that the layer can detect and possible improvements
![Graphics Programming weekly - Issue 108 — November 24, 2019](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-108/vr_techniques.jpg)
PC Rendering Techniques to Avoid when Developing for Mobile VR
- the article presents an overview of techniques that are not a good fit for mobile VR applications
- provides brief explanations of the methods and the reasons for why they should be avoided
![Graphics Programming weekly - Issue 107 — November 17, 2019](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-107/DeepFovea.png&key=f756b2a911d7c4ea354dd210751424853e0ac73e165680f9053a3da96bd2e76c)
DeepFovea: Neural Reconstruction for Foveated Rendering and Video Compression using Learned Statistics of Natural Videos
- the paper presents a new technique that uses a neural network to reconstruct foveated rendering from sparse source data
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