🎉 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 72 — February 10, 2019

posted in jendrikillner
Published February 10, 2019 Imported
Advertisement

This series can now be supported on Patreon. Vote on the roadmap and monthly summaries for December and January are available as reward tier.

  • presents how the RGB color representation is based on human vision
  • shows how to visualize the visual color range in chromaticity diagrams
  • presents the Rec. 709, sRGB, Rec. 2020 and XYZ color space
  • shows which color ranges can and cannot be represented in each space
rec_2020.png

  • Crytek removed all presentations from their website
  • a user has uploaded a backup copy of many presentations to his dropbox
crytek.png
  • presents how to optimize the compaction pass in a GPU culling pipeline
  • reduce memory bandwidth usage by taking advantage of shared memory and compression of data that needs to be processed
  • wrap level and shuffle instructions allow further optimizations
gpu_culling_pass_overview.png

  • shows how to simplify the math for constant time sphere indexing (the technique was described in issue 64
sphere_indexing.png

  • enables debugging of GPU hangs with D3D12 using Nvidia aftermath
  • allows trace comparison
  • Support D3D12 NVAPI Metacommand enabling DLSS
trace_comparision.png

  • presentations from Siggraph 2015 have been published
  • Deus Ex: Mankind Divided presentations covers:
    • shield and skin VFX,
    • parallax occlusion mapping
    • hair simulation and rendering
    • motion blur
    • color correction that allows changing the effect depending on the distance to the camera
  • Rise of the Tomb Raider presentation covers:
    • volumetric lights
    • sunlight shadows
    • ambient occlusion
    • procedural snow deformation
eido_siggraph_2015.png

  • overview of improvements to the system that allows D3D11 applications to be run using D3D12
  • improved threading behavior
  • new APIs will allow the underlying D3D12 resources to be requested from the D3D11 objects
d3d12_1.png

  • discusses author’s view on the state of low-level graphics APIs (Vulkan, D3D12, Metal)
  • presents how the abstraction level might not be the right one
  • too low-level for ease of use but too high-level to guarantee predictable performance on all platforms
graphics_apis.png

  • every few days a new preprint article from the “Ray Tracing Gems” book will be released
  • requires a free Nvidia developer account
ray_tracing_gems.png

  • part 2 of getting started with D3D12 for programmers with D3D11 experience, part 1 discussed in week 70
  • shows to create vertex and constant buffers
  • explanation of memory management and binding model
d3d12.jpg

  • shows how to sample a signed distance field in a Unity UI shader
  • signed distance field UI shaders allow the UI to be resolution independent
sdf_generation.png

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