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Graphics Programming weekly - Issue 43 — June 17, 2018

posted in jendrikillner
Published June 17, 2018 Imported
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  • 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 synchronization to overlap early work in the frame of the following frame with the post-processing work of the previous frame
compute.png

  • explanation of to use Monte Carlo integration to calculate the area under a curve
  • extending the system to deal with non-uniform random numbers distributions
    • convergence can be faster when using a distribution that is a closer match to the signal that is being sampled
sinx2integral.png

  • timing capture now visualizes fence signal and wait
  • fences can be named
  • shader edit and continue workflow improvements
  • shader resource tracking for DXIL shader
gpusignalunblockcpuwait.png

  • shader playground added support for slang
    • a shader language that extends HLSL to make it more modular and extensible
  • ability to shows the control flow graph in GraphViz ‘dot’ form for SPIRV

  • using lookup tables to precompute the endpoints better compression results
  • different number of lookup tables allow tradeoffs in performance, quality and memory usage
orig.png

microsoft_gdc.png

  • discusses the history and design of their in-house procedural texture generation tool
texture-breakout-500.png

  • discussion of the photogrammetry workflow
  • camera used to capture, tools to generate the mesh and normals
  • using unity Unity’s DeLighting tool to remove shadows are even present on an overcast day
  • Tree assets are created with a mix of scans, 3ds max plugins, and quixel megascans assets
  • a fluid solver is used to calculate the flow map for the wind, shape exploration and VFX generation
tree_book_of_the_dead.png

  • overview of all the post effects that can be found in PostFX v2
  • code is on github
postfx.png

  • explains the basic of path tracing used in his D3D12 path tracer
traced_result.png

  • discusses engines, frameworks, abstraction layers that support metal
opengl.png

  • QT adds support for vulkan on macOS through MolenVK
helloMacOSVulcanCubes.png

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