Thanks for everyone who filled out the survey. I closed the survey. I am analyzing the results and will post them later this week.
- D3D12 adds support for DRED (device removed extended data) in the latest windows insider preview build
- writes an auto-incrementing counter after each render-operation into memory that is persistent across device removed events
- this allows the GPU progress to be inspected during post-mortem analysis
- the overhead is around 2 to 5 % for a frame of a AAA game, therefore defaults to off and needs to be enabled explicitly
- additionally allows better tracking of page faults
- tries to detect access to recently deleted objects
- shows the API to enable and how to use it to enable and inspect provided data
![d3d12.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-70/d3d12.jpg&key=1e41897216feeeacca9198587f6fd36216eceb294428b87ced59dab57eb8c703)
- extension to real-time image based lighting models
- adding support for multi-scattering shading using the precomputed integrals from single scattering models
- accomplishes energy conversation
- the paper derives the GGX approximation for 3 classes of objects (perfect reflectors, generic metals, and dielectrics)
- presents comparisons against single scattering models in a furnace test
![multi_scattering.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-70/multi_scattering.png&key=9aa3b039696080851bddc1731d5b96c0ab5a7f0d17e8ff1f2cbe5d4fd150a70c)
- explains the PBR shading model
- a combination of 3 BSDFs that allow expressing a large number of materials
- including the derived formulas and illustrates the exposed parameters
- user guide describes how to use the system and provides examples of the different effects that can be achieved
![enterprise_pbr.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-70/enterprise_pbr.png&key=23d1f6ab161873f4dcf741aa0386577866d82b4c8552727541e18d7e9ec27bb4)
- shader workshop that uses Shadertoy to teach raymarching techniques
- the workshop starts with basic 2D shape marching
- in the end explains how to define 3D scenes with support for lighting, gamma correction, shadows and materials with tri-planar texture mapping
![raymarching-blending.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-70/raymarching-blending.png&key=986b2c63bb3dfd09d6873f696c5d3a842f4c0d6bc06b2c33688444d410257529)
- latest Vulkan SDK version (1.1.97.0) adds GPU assisted validation
- validates at runtime that shaders are not accessing any descriptors out of bounds
- this is achieved by adding instrumentation into the SPIR-V
- the document explains the constraints of the layer, known issues and an overview of the implementation details
![lunarg-vulkan-sdk.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-70/lunarg-vulkan-sdk.png&key=d6462c07524ee022c29d200d27d8fbf0af1593a6e519e160a9aa38a879670d41)
- the article discusses his favorite chapters and insights when looking back at the original “An Introduction to Ray Tracing” (book is now free) from today’s perspective
- mentions which chapter are still relevant today and which information has not aged as well
![intro-rt.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-70/intro-rt.jpg&key=c3b7c30d190f35ae6cad726e1e54d2ca9d380e7482027026202f77fc2214fde7)
- list of common problems encountered when using Shadertoy and how to solve them
- texel center issue, loading texture data, resolution changes, mipmap discontinuities
![shadertoy.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-70/shadertoy.png&key=3655a8f97320d3e059ff4a9068ca0aa193c34371aaaa38cae7e51f0d03238251)
- list of sessions by Khronos and related talks that will be taking place during GDC this year
![Khronos-GDC-19-Events.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-70/Khronos-GDC-19-Events.jpg&key=8fb49c421f5ddbb5366c21f3e5ece2b4552049d1cc721e9a2d3e5e901b748587)
- issue 2 of weekly tech art series, contains a collection of twitter post showing interesting art and effects
![technically_art_2.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-70/technically_art_2.png&key=0087a42d6b8814ad8ec50d66009278cda044840aea9eb230525af9eb810e9e06)