Graphics Programming weekly - Issue 127 — April 12, 2020

posted in jendrikillner
Published April 12, 2020 Imported
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Evolving Path of Exile's Renderer

  • the talk presents an overview of rendering features developed for Path of Exile
  • showing what constraints the game provides and how it enables these implementations
  • Point Light Shadows (Screenspace Hierarchical Variance shadow maps)
  • Screenspace Global Illumination
  • Subsurface refraction, a technique used for ice and water
  • Water flow map generation on the CPU using Algebraic Multigrid
  • grass and fur using pre-calculated raytracing
  • an extensive collection of brief overviews of other techniques such as burning, fracturing, scalar field vectorization

Virtual machine for executing SPIR-V

  • A virtual machine that is written in C enables executing of a subset of SPIR-V shaders (only 2D texture operations, no 3D etc.)

Speeding Up Lighthouse 2

  • presents operations that reduced the shading time required from 21.58ms to 13.52ms
  • combination of scene-specific adjustments, implementation changes to noise generation and variance reduction

Artists’ best practices for mobile game development

  • A guide aimed at technical artists to preset best practices for geometry, texture, material and shader optimizations for mobile devices

Optimizing Trilinear Interpolation

  • the article presents implementations optimizations to speedup trilinear filtering
  • taking advantage of the representation of power floating-point number to speed up operations

Updated Article Database Design

  • The database of articles included in this series has been updated with a new look
  • this is the first step of a more extensive upgrade, and new functionality will be added soon. Stay tuned

Thanks to Max R.R. Collada for support of this series.

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

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