Missed the content for March? Don’t worry. Monthly summaries are availbale on my patreon: https://www.patreon.com/jendrikillner
- provides a look at the 3DFX VOODOO1 GPU from the mid-90s
- shows how the hardware and rendering pipeline was designed
- comprising between the visual result of the software renderer and the GPU acceleration
![3dfx_Voodoo.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-79/3dfx_Voodoo.png&key=706cba8fcb995d0517271f0452c3b87051894cc0795238ba3aa01a1ae18a9748)
- a tutorial that explains how to render grass using Unity
- uses a mix of geometry and tesselation shaders
- covers how to generate geometry from the geometry shader, explains tangent space, and adds vertex attributes
- tesselation shader is used to control the density of the grass
- wind is applied to make the grass move
- lighting and shadows are added
![grass-complete.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-79/grass-complete.png&key=6a584d85313e10a6642e364daeda1e882e2bd374784bc71170956c55e3811f4f)
- walkthrough of a simple cloud shading setup using the Unity shader graph system
![smoke.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-79/smoke.png&key=a13d8c03fed2bc7ff77ffa5ce4c125de9df73b82085b16cb2959045e59463836)
- with Windows Server 2019 or Windows 10, version 1809 GPU acceleration for Direct3D based workloads is now supported in Docker
- also enabled Windows ML hardware acceleration
![overview-diagram.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-79/overview-diagram.png&key=df5d572d590b798d0c05a8ddfd7a43e7c7229d3f3506f57ae683784185251b1d)
- describes how cubemap pre-filtering for image-based lighting is done in Unity’s HD Render Pipeline
- derivation of the filtering equation and comparison against the split sum approximation used in UE4
![split_sum.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-79/split_sum.png&key=d94ea32870a926b42f734c75ff6ee51c78de0de9383b097e44a372cbe11eedc7)
- windows update 19H1 supports GPI based validation with shader model 6, generated by the DXC compiler
![d3d12.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-79/d3d12.jpg&key=f87e58cfa836b544f6fa00c03cd93500da16c604d2ddbdb60c74a6c19462170e)
- presents the Creation Graph
- a graph-based system that allows the definition of functionality, which mixes GPU and CPU based work in a single graph
- examples presented: cubemap filtering for image-based lighting and skybox rendering
![creation-graph-skybox.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-79/creation-graph-skybox.png&key=a50ba5140afbc3590a13509425cd6af6596feac1705591541d08424a2c14928a)
- collection of tweets related to a variety of tech art articles
- many great looking effects
![technically_art_12_sot.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-79/technically_art_12_sot.png&key=53abaa67f85c896acdc94703fcad3636460e1bede9869d34431f58a82a3a08d9)
- presents techniques used to alleviate ghosting in the TAA solution of “The Grand Tour Game”
- uses the stencil to mark object groups and does not blend between with history buffer pixels when the stencils differ
- uses per-pixel depth and velocity to disable TAA so as to further reduce ghosting on shadows
![grand_tour.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-79/grand_tour.png&key=fc186d7e538d42cf175054effe90cf90644b90aeef21086d476733db2ebf2b97)
- presents the coordinate conventions for Metal, OpenGL and Vulkan
- how they differ and how to deal with the difference in a mixed API scenario
- series part 1 of the reverse engineering of The Witcher senses
- explains how objects are selected using the stencil buffer
![07_final.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-79/07_final.jpg&key=228d486bbb188c1af9f1fa6a0c734178a9511a15c78f970958c964e9d0a4f470)
- reverse engineering of The Witcher sense effect
- show how the outline for objects is generated
![before.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-79/before.jpg&key=0de79e10bc0e1f0c8edfaf549ed449e5672a7e9b33e9253b8c04781a1bacaa8a)
- explains how the inputs from part 1 and 2 of the series are combined using a fullscreen effect
![color_intermediate_01.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-79/color_intermediate_01.jpg&key=5520e33d355156d838297d104f7f4c514b55049f58063b1cc76325dc497ec16f)
Thanks to Max R.R. Collada for support of this series.
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The link for Reverse engineering the rendering of The Witcher 3, part 13c - witcher senses (fisheye effect & final combining) is incorrect it seems.