🎉 Celebrating 25 Years of GameDev.net! 🎉

Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!

Graphics Programming weekly - Issue 45 — July 1, 2018

posted in jendrikillner
Published July 01, 2018 Imported
Advertisement
  • 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 evaluate; 0.29ms for a fullscreen quad
  • the approach is to partition the output space into a triangle grid and to pick three random patches from the input texture to blend to create the output patch
  • this is made possible through the variance preserving blending operation, and this can also be used to improve triplanar mapping
hpn2018_teaser.png

  • technique for downsampling images that preserves high-frequency information from the original image
  • instead of discarding high-frequency information it remaps the signal into a form that can be represented in the downsampled image
spectral_remapping_for_image_downscaling.jpg

  • a technique to improve importance sampling for spherical light sources by projecting the visible spherical cap onto a 2D plane, and taking uniform samples within this plane
  • yields noise-free direct illumination for constant illumination with no occluders
spherical_caps.jpg

  • summary of the previous paper
  • explains the spherical cap projection and the intuition how this improves the results
spherical_cap_projection.png

  • program for the High-Performance Graphics 2018 in Vancouver has been published
hpg2018_banquet.jpg

  • technique changes shading rate adaptively based on the local content of the image
  • partitions the framebuffer into subdivision levels; uses these to estimate the variance between neighboring pixels to decide if new shading information needs to be calculated or if the shading result can be estimated from neighboring pixels
deferred_adaptive_compute_shading.png

  • overview of area-preserving approaches of cube to sphere mapping
  • summarizing ability to preserve area and GPU performance
  • how to generalize 2D grid-based poisson-disc sampling to the sphere
  • provides shadertoy implementations of the presented techniques
cube_to_sphere.png

  • summary of “cube-to-sphere projections for procedural texturing and beyond” paper
cube_to_sphere.png

  • Pix now also support GPU occupancy visualization for all shader types on AMD GPUs
occupancy-feature.png

  • polygons on terrain implemented as image-space decals
  • how to apply them when they span a large area on the surface of the earth
  • effects of implementation inaccuracies of inverse trigonometric functions between CPU and GPU
project_2d.jpg

  • explains what a context on AMD hardware is and how the driver manages these
  • the Radeon GPU Profiler has a tool to analyze when context rolls are causing a performance issue
context_rolls.png

  • a technique that adjusts the temporal accumulation factor dynamically per pixel and frame
  • done by calculating per-pixel temporal gradients. These are reconstructed from sparse information that captures the change of luminance between the last and current frame
adaptive_temporal_filtering.jpg

  • low-level C# graphics library now supports SPIR-V shader for all supported backends
  • exposes specialization constants on the API level and emulates them at translation time for backends that don’t support them

Read more

0 likes 0 comments

Comments

Nobody has left a comment. You can be the first!
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement