🎉 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 42 — June 10, 2018

posted in jendrikillner
Published June 10, 2018 Imported
Advertisement
  • 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 areas is more important than having absolute correct values
  • how having consistent measurements between the real world and in-game allowed numerous issues to be discovered and fixed
  • the exposure handling required for the sizeable dynamic range of the scene
  • how to capture accurate HDR photographs, albedo textures, and specular gloss
Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.png

  • an in-depth overview of color, color spaces, and color transformations
  • discussion of HDR standards
  • ACES pipeline overview
  • implementation of HDR pipeline covering
    • tone curve, display mapping, UI rendering
    • universal CLUT and color grading
HDR_in_Call_of_Duty.png

  • look at solution developed by Imageworks compensates for the energy loss in a single bounce BRDF model
  • improvements to the model
spi_fixed_vs_heitz.png

  • proposal of how to group vulkan resources by usage type
  • designed for coloring in the VulkanMemoryAllocator
VmaDumpVis_ColorWheel.png

  • Apple will start to deprecate OpenGL with macOS 10.14 and OpenGL ES with iOS 12
  • developers should be using Metal instead

  • how to generate command buffers in parallel on the CPU
  • metal can analyze data dependencies to insert GPU parallelization automatically
  • explicit control is supported but requires explicit opt-in
  • how to build a GPU driven rendering pipeline using indirect command buffers and argument buffers
  • look at image blocks, programmable blending, tile shading, persistent thread group memory, custom multi-sample color resolve
  • lessons learned from bringing Fortnite: Battle Royale to iOS
metal_gpu_pipeline.png

  • twitter thread with advice how to learn more advanced graphics programming topics

  • a tutorial that explains how to clip a polygon based on a list of lines in a pixel shader
polygon_clip.png

  • derivation of a ray function that implements the effects of a thin lens on rays
sketch.png

  • looks at different file formats and discusses the difference between formats aimed at the interchange of information or consumption only
  • formats covered: gltf, fbx, alembic, USD,
  • a brief look at application and engine support

  • video presentations from the Vulkanised conference
2018-vulkanised-banner.jpg
  • a sample that shows how to use the VK_KHR_multiview Vulkan extension
multiview.png

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