Graphics Programming weekly - Issue 57 — October 7, 2018

posted in jendrikillner
Published October 07, 2018 Imported
Advertisement
  • 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
  • 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
  • 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
  • discussing many aspects of making a voxel-based game
  • including cone tracing, lighting, shadows, ambient occlusion, volumetric lighting, and atmospheric effects
fractal.png
  • 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

  • derivation of the progressive spherical Gaussian encoding technique discussed in last week’s issue
running_average_encoding.png
  • 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
  • Windows raytracing support is available starting with Windows 10 October 2018 update
rtx.png
  • 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

  • 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
  • visualization of floating point precision when a classical OpenGL projection matrix is used
depth_precision.png
  • explanation of Unity shader graph nodes
  • walkthrough of example shaders that allow the creation of a small island scene
unity_island.png
  • 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
  • adds support for Turing extensions
vulkan.png

If you are enjoying the series and getting value from it, please consider supporting this blog.

Support this blog

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