Graphics Programming weekly - Issue 11 — October 8, 2017

posted in jendrikillner
Published October 08, 2017 Imported
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Lightmap optimizations for iOS [wayback-archive]

  • lightmpas too big for the memory budget on iOS
  • using ETC2 as a replacement for DXT5 (same size, slightly less quality)
  • switched to per-vertex lightmaps
    • needed some art fixes
    • but reduced disk size to 17 % and most expensive runtime location to 25 %

Road to Anti-Aliasing in BRE: Aliasing and Anti-Aliasing [wayback-archive]

  • what is the cause of aliasing
  • overview of different techniques to reduce it
    • Supersampling Antialiasing (SSAA)
    • Multisampling AntiAliasing (MSAA)
    • Coverage Sample AntiAliasing (CSAA)

The Complexity of Simplicity: Rendering INVERSUS Deluxe [wayback-archive]

  • Seamless wrapped worlds, on the screen multiple times
  • breakdown of rendering
  • rendering to off-screen buffer that is drawn to screen multiple times
  • extra pixels for correct sub-pixel accuracy when panning the camera
  • color pallets, pattern map, inversion buffer create the look
  • fullscreen effects for wrapping space

Calculating the Distance Between Points in “Wrap Around” (Toroidal) Space [wayback-archive]

  • useful for use in tiling worlds, tileable textures, …

Medium Under the Hood: Part 2 - Move Tool Implementation [wayback-archive]

  • uses SDF and triangle mesh representation
  • using both representations for different techniques
  • how to convert triangle mesh to SDF

CppCon 2017: Olivier Giroux “Designing (New) C++ Hardware”

  • hardware constraints dictate decisions
  • C++ hardware abstractions
  • memory model
    • coherency model
    • consistency model
  • new execution model designed for C++
  • more details in next link

Cooperative Groups: Flexible CUDA Thread Programming [wayback-archive]

  • Cooperative Groups describes synchronization within and across CUDA thread blocks
  • abstraction level above explicit wrap level operations
  • allow algorithms that can be more portable between different hardware

Bringing Galaxy on Fire 3 to Vulkan: Handling Resources and Assets [wayback-archive]

  • overview of vulkan implementation for android
    • texture layout handling
    • shader pipeline
    • pipeline (PSO in D3D12)

Animation Compression Library: Unreal 4 Integration [wayback-archive]

  • first results of the ACL in UE4 Matinee scene
    • 59.5% smaller in total
    • big wins on moving character, more costly atm for mostly idle bones

Data visualization in shader - twitter [wayback-archive]

  • thread containing a number of small snippets to visualize data in shaders

tinyspheremesh.h - generate geodesic sphere [wayback-archive]

northern lights effect - shadertoy


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