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Graphics Programming weekly - Issue 83 — May 5, 2019

posted in jendrikillner
Published May 05, 2019 Imported
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  • presents how Granite deals with vkPipeline management
  • API designed for user convenience
  • hashmaps used for control of the different state combinations
  • pre-warmed with information from previous runs using Fossilize
vulkan.png

  • explains a code generation method to generate helper functions to make indexing into unbounded resource tables more convenient
  • uses glslang symbol information to auto-generate accessor functions
glsl_indexing.png

  • explains the BHH (Bounding Half-Space Hierarchy) data-structure
  • allows sorting of 3D objects with sublinear search
bhh.png
  • bibliography file containing 2000+ entries, in computer graphics, rendering, transport theory, and statistics
bib.png

  • part 3 of the volumetric cloud rendering series
  • the code has been released on github
  • Open VDB is used to store volumetric data
Clouds_GVDB.png

  • a twitter thread that provides an overview about how games, especially in regards to texturing, have changed since the 90s
texturing.jpg

  • presents the rendering architecture used for the raytracing demo
  • uses nearby pixels to fill in missing lighting information
  • temporal reprojection is used to gather extra information from the last 6 frames
newton_demo.png

  • overview of the state of graphics API wrappers and libraries for rust
AGuideToRustGraphicsLibraries2019.png

  • explains 3D camera projections
  • shows the influence of the camera FoV and how it changes the perceived image
  • presents how to calculate a perspective and orthographic projection matrix
3d_projection.png

  • videos from GTC 2019 have been released
NVIDIA-logo-BL.jpg
  • shows how to convert effects from unity shader code to use the ShaderGraph system
shader_graph_conversion.png

Thanks to Eric Haines for support of this series.

Would you like to see your name here too? Become a Patreon of this series.


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