- 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
- 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
- look at solution developed by Imageworks compensates for the energy loss in a single bounce BRDF model
- improvements to the model
- proposal of how to group vulkan resources by usage type
- designed for coloring in the VulkanMemoryAllocator
- 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
- 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
- derivation of a ray function that implements the effects of a thin lens on rays
- 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
- a sample that shows how to use the VK_KHR_multiview Vulkan extension