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Graphics Programming weekly - Issue 99 — September 22, 2019

posted in jendrikillner
Published September 22, 2019 Imported
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  • the article presents what kind of artifacts happen when reconstructing normals from world space positions
  • suggests how to reduce the artifacts by selecting triangles that are most likely to have originated from the same object
  • additionally shows how to use compute shaders and group shared memory to optimize the reconstruction
normal_discontinuity_2.png

  • the paper presents a method that allows SDFs to be combined with techniques such as linear skinning
  • this is achieved by calculating a triangle mesh hull for the SDF, applying the transformation to the hull and using this to trace
  • tracing linearly in transformed space follows a non-linear trace in untransformed space
non_linear_sphere_tracing.png

  • overview of what has been improved in the latest apple GPU architecture and metal
  • sparse textures, what it is, use cases and explanation of how to use it
  • rasterization rate maps, mask that allows defining non-linear mapping between virtual and physical render targets
  • vertex amplification specifies which vertex calculations can be shared between multiple viewports and which ones are unique per viewport
  • better argument buffers, allow access to 500k textures and multiple levels of indirection
metal_api.png

  • the paper presents a new scheme that allows selectively combining different Monte Carlo rendering algorithms
  • allow the use of less computational complex algorithms for more straightforward light transport cases and more sophisticated algorithms for more complicated cases
  • enables to reduce the overall amount of noise in the same render time
smlt.jpg

  • the article explains how vertex shaders in “Our Machinery” engine is handled
  • all vertex data is explicitly loaded in the vertex shader
  • shows how a more flexible skinning variation can be implemented
our_machinery_logo.png

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  • excerpt from the Siggraph talk talk
  • overview of the mesh shading demo
  • culling implement in task shader
  • frustum calling also is done in the meshlet shader stage, since only parts of the model could be visible on screen
mesh_shader_demo.png

  • DRED can now include PIX markers
  • additional string events can be attached to markers
  • debugger extension has been updated to provide access to the information
d3d12_logo.jpg

  • the presentation explains how lightmap baking has been implemented in Wicked Engine
  • how to ray trace with D3D11 compute and/or pixel shaders
  • discusses artifacts, limitations, UV packing, texture formats, and filtering
  • the resulting system is an object space shading system
lightmap_packed.png

  • Metaballs2 demo has been updated
  • the demo shows how to use mesh shaders and now provides a compute shader fallback version
  • allows switching between both implementations
  • compute shaders require extra memory to store intermediate results
Metaballs2.jpg

Thanks to Jon Greenberg for support of this series.

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