- Vulkan stream - part 3
- fixing validation layer errors, explanation of pipeline barriers
- implementation of swap chain resize
- shader compiler integration with Visual Studio
![niagara_triangle.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-57/niagara_triangle.png&key=31a83868b8ef8f6bc7f9f99f0e1092c419b03455b56a066f31e8e807b10f9a29)
- Vulkan stream - part 4
- overview and integration of Vulkan extension loader
- loading an .obj and rendering a mesh using classical vertex pipeline and manual vertex pulling
![niagara_mesh.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-57/niagara_mesh.png&key=dd17e85b236fac313ad135c48cc8e5fcf879a9de0abe9850a9e020ab64ca9577)
- explanation of shader for diamond rendering in a forward rendering architecture
- uses a precalculated cubemap from the inside of the object to simulate internal bounces
![diamond.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-57/diamond.png&key=6f1963870acae66cae11d2012bdd0853ae6e830c1fcad52b2c8daf24391d000b)
- discussing many aspects of making a voxel-based game
- including cone tracing, lighting, shadows, ambient occlusion, volumetric lighting, and atmospheric effects
![fractal.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-57/fractal.png&key=1e3e8dbfdc2b3465a91d1152a4619138b58f745698eb057e8a74ae9c39a79f18)
- presents the steps required to vectorize the Ray-AABB approach by Andrew Kensler
- results are very similar to the recent jcgt paper
![bhv_heatmap.jpeg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-57/bhv_heatmap.jpeg&key=4cd5a5c218d4130eb59ad7a6c733d3ee50b672777c6359a86da15d99c5ad5874)
- derivation of the progressive spherical Gaussian encoding technique discussed in last week’s issue
![running_average_encoding.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-57/running_average_encoding.png&key=71f45c20b6b3d368a70c2e33d00bf3cf16ba0fa980b8fda61fbda2a454cccfa5)
- explores changes to CUDA path tracer with Rust, what improved since the last post and what problems persists
- command line tool that allows cross compilation from GLSL to HLSL, GLES and MSL (Metal)
- implemented using a combination of Glslang and SPIRV-cross
- work in progress post comparing API concepts between D3D12, Vulkan, Metal, and OpenGL
![api_comparision.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-57/api_comparision.png&key=87856c843b5b7498b53ae3d2e7cf08bf64d1b637e48150149faa8310da7cc1d1)
- Windows raytracing support is available starting with Windows 10 October 2018 update
![rtx.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-57/rtx.png&key=8ae883911f2ede3f4d4fec32a1a72446a4b7011a5305030de2ce8dffd67595fb)
- breakdown of “Real-Time Ray Tracing for Interactive Global Illumination Workflows in Frostbite” into short sections
- key takeaways for each section is provided in the post
![nvidia_frostbite.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-57/nvidia_frostbite.png&key=b64b538c064ddad3d48d9077b5d38cc3bcad4442efed221efd99eac94f55437a)
- explains how to parse a shader file for includes using regex (implemented using Rust)
- collection of resources to get started with the Unity Scriptable Render Pipeline
![ssrp.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-57/ssrp.png&key=ca07ab5d8eabc50dd0283577cb94f5273110788574a3ff078d42896b46760f02)
- visualization of floating point precision when a classical OpenGL projection matrix is used
![depth_precision.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-57/depth_precision.png&key=01f2dcb1b2f5c0f739d7429f53e44d6312d14607276e1c57fc3b165c70cbad8a)
- explanation of Unity shader graph nodes
- walkthrough of example shaders that allow the creation of a small island scene
![unity_island.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-57/unity_island.png&key=4d2ce766edb6cc3d11c60448ff6b6931aab13a4126abf4772af91118e8f2df58)
- new PIX features are available with Windows 10 October 2018
- can capture D3D11 applications using Direct3D 11 on 12 translation layer and WinML workloads
![1810.02-WinMLMarkers.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-57/1810.02-WinMLMarkers.png&key=26a4cd66dc47d745ed8066326fb0d798d2176f1de5af98a045741c3bd762f298)
- new profiler version now supports Vulkan
![qualcomm.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-57/qualcomm.png&key=80fe76af8309e22c6456c8f7c6d5ac1be9c277462283a74685333236ec1ff49e)
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