Graphics Programming weekly - Issue 20 — December 10, 2017

posted in jendrikillner
Published December 10, 2017 Imported
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White Paper: Foveated Rendering [wayback-archive]

  • overview of typical VR rendering pipeline
  • lens distortion causes pixels towards the edges to be distorted more
  • Foveated takes advantage of this and uses a variable quality across the screen
  • how to implement it using the opengl multiview extension

Introducing a New Foveation Pipeline for Virtual/Mixed Reality [wayback-archive]

  • Foveated rendering
    • rendering the scene with more resolution in the center then in the peripheral vision
  • Conformal Rendering
    • using vertex distortion based on fixation point to better match desired resolution
  • Foveated Image Processing
    • applying the same ideas to post processing

ADAM: The evolution of Alembic support in Unity [wayback-archive]

  • added timeline support
  • vertex sharing for constant topology
  • vertex interpolation

They are what they wear: Clothing simulation in ADAM [wayback-archive]

  • costumes are built in real-life
  • scanned using photogrammetry
  • using alembic to import cloth simulations into unity

CUTLASS: Fast Linear Algebra in CUDA C++ [wayback-archive]

  • use accumulating matrix products
  • overview of how the computation is decomposed into a hierarchy of thread block tiles, warp tiles, and thread tiles

Thoughts on light culling for clustered shading [wayback-archive]

  • list a few ideas for different culling changes
  • Split X and Y visibility as well
  • Go beyond 1D visibility for Z
  • Use a more flexible primary “sort axis”
    • use visible lights to find principal axis dynamically and use that for sorting
  • Remove the view dependence entirely

Lazy spectral rendering [wayback-archive]

  • a simplification of spectral rendering

Lighting tips & tricks in the ADAM films [wayback-archive]

  • light setup (linear, deferred, ACES tone mapping)
  • shadows
  • cascades are tweaked per shot
  • smoke and fire particles
    • baked from Houdini into texture atlas + flow maps

Animation Compression Library: Paragon Results [wayback-archive]

  • how does it perform on the animation data from the game Paragon

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