Graphics Programming weekly - Issue 80 — April 14, 2019

posted in jendrikillner
Published April 14, 2019 Imported
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  • vulkan extension that allows progress markers to be inserted into the Vulkan command stream
  • these can be used to detect the range of draw commands that have caused a GPU device error
  • a short overview of how it is used in X-Plane
vulkan_gpu_debug.png

  • a brief overview of the rasterization process
  • look at the logical rendering pipeline model
  • presents the different components that are used to implement pipeline in hardware
  • implementation details about the different stages
GPU_architectures.png
  • Ray Tracing Gems is now also available as a free Kindle version
ray_tracing_gems.jpg

  • presents an overview of the general flow of a frame of the game
  • a more detailed look at the acceleration structures used for the raytraced GI implementation
AccStruct2.png

  • looks at the composition of transparent objects, lens flares and at terrain tessellation
  • presents more images from the acceleration structures and problems discovered with it
LensFlareComposite-1-768x436.png

  • Microsoft released the engineering specification for Direct3D 11 and 12 including DXR
D3D11_3_TriRast.png
  • all GDC content from Nvidia is now available for download (free login required)
NVIDIA-logo-BL.jpg

  • shows which tools are available to look at the shader disassembly for AMD GPUs
  • presents the instructions generated for a simple shader and overview of some of the instructions used
  • shows the effect of code changes to the code generation
gcn_logo.png

  • preprint of I3D paper that will be presented in May
  • AO calculations are split into large-scale interactions based on sphere approximations
  • finer details are created using linear interpolation from key points on the spheres
  • both components are trained against ground truth data
object_space_ambient_occlusion.png

  • overview of the latest extensions added to Vulkan on Nvidia GPUs
  • mesh shader motivation, execution model and how to use them
  • barycentric coordinates extension
  • subgroup overview and tensor core access
  • texture space shading
  • derivatives in compute shaders
mesh_shading.png

  • discusses the authors’ thoughts about abstraction levels in graphics APIs
  • presents the motivation for the design of the granite engine API
vulkan.png

Thanks to Cort Stratton for support of this series.

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