Announcing new DirectX 12 features [wayback-archive]
support for GPU heaps that persist a device removal MSDN
allow writing of U32 values directly from withing command lists MSDN
Depth Bounds Testing support MSDN
Programmable MSAA MSDN
World of Tanks: Graphical Update Technical Overview [wayback-archive]
- Stochastic Flakes for rough materials (snow, dust, sand)
- spherical harmonics grid for Global Illumination
- height deviation on terrain/objects to optimize probe placement
- breakdown of water system
- deformation particles
- allow geometry to be deformed
- bent grass, water deformation, shockwaves
- terrain system
- vegetation system
Precomputed Atmospheric Scattering:a New Implementation [wayback-archive]
- new OpenGL implementation of bruneton scattering model
- a lot more documentation and implementation descriptions
- new features
- ozone layer
- support for extra-terrestrial solar spectrum
- density profiles for air molecules and aerosols
Deringing Spherical Harmonics [wayback-archive]
- removing ringing artifacts using windowing functions (function that is zero-valued outside of some chosen interval)
- how to determine how much windowing to apply
GPU-based particle simulation [wayback-archive]
- D3D11 based
- implementation overview
- code is accessible on github
Upscaling half resolution screen space effects [wayback-archive]
- render diffuse at half-resolution
- generate “retouching” vector field
- used during upscaling
- information where to fetch samples
Amplify Shader Editor - Rendering Shaders Overview [wayback-archive]
- series of short beginner level videos about
- shaders
- physically based rendering
- 3d models
- materials
- textures
Multi-core programming and cache coherency
- talks about how caches are working on a hardware level
- cache protocol
- memory barriers
Parallelizing the Gauss-Seidel Method using Graph Coloring [wayback-archive]
- detect partition of variables that can be solved indepedently
- variables within one parition can be solved in parrallel
- detect partitions with graph coloring
- sparse matrices result in low number of partitions
- common in game use cases
- Physical Shader Framework for unity, now open source
SIGGRAPH Asia 2017 – Technical Papers Trailer