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Graphics Programming weekly - Issue 35 — April 22, 2018

posted in jendrikillner
Published April 22, 2018 Imported
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  • April 30th, Vulkan Developer Day in Montreal, hosted by Ubisoft
2018-vulkan-developer-day-banner.jpg
  • UVs map into a gradient texture
  • to change the colors the UVs are adjusted to point to other sections in gradient texture
Recolouring_assets_with_lazy_unwrapping.png
  • overview of the shader authoring format
  • shader input parameters are defined without thinking about how they are bound
  • passing data between shader stages is abstracted
    • giving the system flexibility to pack as required
The_Machinery_Shader_System.png

  • microarchitectural details of the NVIDIA Volta architecture
  • registers are divided into two 64 bit banks
    • reduction of bank conflicts with register remapping can improve performance by 15%
  • shorter latency for shared memory atomics
volta.png

  • MatCap texture contains lighting information for all camera space normals
  • needs to be recalculated when camera direction changes
Benefits_of_Image_Based_Lighting_on_Mobile_opening.png

  • uses a texture based and camera facing quad approach instead of a post-processing bloom
  • lighting for terrain rendered into a low-res light map, sampled per-fragment
  • terrain is rendered at 720p, up-scaled to 1080p
post_processing.jpg

  • algorithm to sum regions from arrays or grids in constant time
  • need larger storage format, increase depends on largest range that needs to be summed
  • compatible with bilinear filtering for sub-pixel values
sat5.png

  • unity graphics team is looking to gather feedback to improve the roadmap
  • performance numbers for all implementations with latest changes
  • current approach recursively processes a single ray until it terminates
  • new approach calculates each step for all rays in seperate passes
  • memory read seems to be limiting factor, shows a few optimizations for that
rt-buffer-diagram-4.png

  • available with AMD vega architecture
  • pack two FP16 into FP32 register
    • reduce ALU instructions count, reduce VGPR usage
  • how to detect FP16 code generation in FXC disassembly and GCN ISA output
  • discussion of pitfalls and common use-cases
  • how to deal with FP16 constants
fp16.jpg

  • combination of ripples and streaking effect
  • blending between the two effects based on surface orientation
  • this post covers the implementation of the streaking effect
rain.png

  • many BC7 encoders compress all channels equally
  • for color textures, errors in red and blue are less noticeable
  • YCbCr color space allows better compression by reducing the number of bits used for chroma
bc7_graph2_luma.png

  • discusses issue with the ispc implementation
  • compression has quality problems with grayscale textures
intel_hramp.png
  • survey of methods utilizing Monte Carlo for light transport in participating media
volumetric.png
  • list of resources for beginners aimed at shader toy like graphics programming
  • A C++14/C++17 header-only library for simple, efficient, and robust serialization/deserialization of glTF 2.0
  • library that allows access to GPU performance data on intel GPUs

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