🎉 Celebrating 25 Years of GameDev.net! 🎉

Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!

Graphics Programming weekly - Issue 50 — August 5, 2018

posted in jendrikillner
Published August 05, 2018 Imported
Advertisement
  • great in-depth discussion of the full PBR rendering pipeline, documentation for the Filament engine
  • base BRDF model, extended with support for clear coat layer, anisotropic surfaces, and cloth
  • explanation of lighting units and implementations for directional, point and spotlights
  • providing GLSL code snippets
  • a short overview of the clustered forward shading implementation
  • information about how to validate a PBR implementation
screenshot_camera_transparency.jpg

  • physically based shading model implemented using D3D11, D3D12, Vulkan and OpenGL 4.5
  • each backend is implemented in a single .h and .cpp file
pbr.jpg

  • shows algorithms for generating random points within a sphere
  • contains interactive visualizations that make it easy to see the quality of the distribution
random_in_sphere.png

  • breakdown of a burning shader implemented in Unreal Engine
  • uses flow maps and world space positioned spheres to influence the fire
burn_shader.png

  • part two of the series providing an introduction to vertex shaders
  • shows how to add a custom vertex shader to a basic unity shader, sample textures, pass data from vertex to pixel shader and modify vertex positions
vertex.png

  • summary of the paper: “View-warped Multi-view Soft Shadows for Local Area Lights ” discussed in last weeks issue
  • a real-time technique for soft shadows
umbra_penumbra_3d.png

  • shows how to measure Cuda copy performance using the tools contained in the SDK
  • how to speed up the application with the collected performance information
CpuProfileWithoutLightSampling.PNG

  • the article discusses how to calculate the central axis from a 3D mesh
  • the axis is computed as maximal perpendicular to the area-weighted surface normal of the mesh
align_scans.png

  • explains how to use MSAA when using Vulkan
  • how to detect the supported sample count, set up the render targets and make the necessary adjustments to the render passes
  • shows how to enable sample shading to further improve quality on the inside of polygons
antialiasing.png

  • twitter thread that provides a large number of links to information about volume rendering
volume_rendering.jpg

  • provides the Vulkan specification in a chunked version
  • the original specification is one large HTML file that causes usability issues

  • AMD provides a XML file that offers the possibility to map from external driver version to the contained Vulkan driver version
vulkan.png

  • Xenko, a C# based game engine has been released as open source with an MIT license
xenko.jpg

  • collection of many 3D graphics research papers for a large number of different topics (sorted by topic)


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