Graphics Programming weekly - Issue 13 — October 22, 2017

posted in jendrikillner
Published October 22, 2017 Imported
Advertisement

VK_KHR_dedicated_allocation unofficial manual [wayback-archive]

  • extension allows the driver to inform application that separate allocations are preferred
  • nvidia and intel need this extension to allow extra optimizations
  • how to use the extension

Material layering [wayback-archive]

  • overview of different techniques
  • Color Layering
    • shade each layer and blend the results
  • Pattern Layering
    • blending the inputs and shading once with that
    • discussion of problems

Perceptually uniform color spaces [wayback-archive]

  • Why is sRGB not linear?
  • and what problems this causes when working with sRGB colors
  • HSLuv color space
    • human-friendly HSL
    • identical lightness = equally bright
    • same saturation = same perceived color purity

Master Thesis: Cross-Compiling Shading Languages [wayback-archive]

  • using source-to-source compiler (HLSL to GLSL)
  • overview of different models
  • “translation” of concept differences between shading languages
  • implementation overview
  • source code

A Temporal stable Distance to Edge Anti-Aliasing Technique for GCN architecture [wayback-archive]

  • master thesis produced at EA DICE
  • idea, store the distance from the nearest edge in all pixels + extra post-pass blurs neighbors with each other if an edge is shared by the pixel pair
  • how to take advantage of GCN hardware for this

Forward+ and Clustered Shading

  • what are deferred shading limitations
  • how does tiled deferred improve and solve some of the limitations
  • Forward+
    • how does it work
    • comparison to deferred and classical forward shading
    • how to extend to Clustered

Volume Tiled Forward Shading [wayback-archive]

  • master thesis
  • aims to improve upon Clustered forward shading
    • optimizes mainly the light assignment phase
    • done by using a BVH( Bounding Volume Hierarchy) for the lights

Galaxy GameDev [wayback-archive]

PerfDoc [wayback-archive]

Generating Blue Noise Sample Points With Mitchell’s Best Candidate Algorithm [wayback-archive]

  • explanation of regular, white and blue noise sampling
  • and algorithm overview to generate blue noise (with source code)

Signed Octahedron Normal Encoding [wayback-archive]

  • extending Octahedron encoding for normals with an extra sign bit
  • better precision

Games Look Bad, Part 1: HDR and Tone Mapping [wayback-archive]

  • subjective discussion of the visual/art direction aspects of HDR and color mapping in games

FBX2glTF

  • command line tool for converting 3D model assets from FBX to glTF 2.0

Compilation Pipeline in the DirectX Compiler [wayback-archive]

  • high level overview how the compiler flow is implemented

Computing the Area of a Convex Polygon [wayback-archive]

  • clear and good to follow derivation

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