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Graphics Programming weekly - Issue 119 — February 16, 2020

posted in jendrikillner
Published February 16, 2020 Imported
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Coherency gathering in ray tracing: the benefits of hardware ray tracking

  • the article presents the problems with ray tracing in terms of divergence workflows
  • Imagination GPUs are able to reorder rays in hardware to maintain better coherency

Create nice and feasible volumetric cloud in Unreal Engine 4

  • the blog posts presents how to use high quality volumetric fog in UE4 to simulate ground level rolling fog
  • based on multiple layers of 3D texture based noise, and fake self shadowing

Minions Art Tutorials

  • collections of art, unity tutorials and shader introduction articles

Klein

  • new Geometric Algebra designed for realtime graphics and animation applications
  • including SSE optimizations

How to Correctly Interpolate Vertex Attributes on a Parallelogram Using Modern GPUs?

  • article presents how to use barycentric coordinates in a pixel shader to manually interpoliate values in a quad

Shaders For People Who Don't Know How To Shader: Deferred

  • the article presents a brief overview of what deferred shading is
  • shows how to customize the deferred shading logic used by unity
  • expose global tweakable settings that influence the whole scene

GPU resources

  • collection of gpu resources
  • links to details about hardware, shader languages, and WebGPU

Reaching for the stars

  • the Unity article describes how to generate a stylized procedualr skybox
  • shows how to generate proper speherical UVs, generate a sky gradient, stars, moon, sun and clouds

Instancing and Material Property Blocks

  • the Unity tutorials shows how to use Material Property Blocks
  • this feature allows Unity to better batch draw calls even if multiple materials are used

Four Color Gradient

  • beginner Unity shader tutorial that shows how to implement a gradient made from 4 colors forming a quad

Journey Sand Shader: Ripples

  • last part of Unity shader torial that shows how to add ripples into the sand dunes
  • this is achieved using normal mapping

How to Calculate Shader Graph Normals

  • Unity tutorial that shows how to calculate new normals from a vertex shader
  • this is required because the vertex shader modifies the vertex positions
  • normal is calcuded by transform neighboring points and adjusting the normal based on the relative change of the points

Thanks to Warren Moore for support of this series.

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

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