Graphics Programming weekly - Issue 128 — April 19, 2020

posted in jendrikillner
Published April 19, 2020 Imported
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Bilinear texture filtering – artifacts, alternatives, and frequency domain analysis

  • provides an introducing into linear blending
  • explaining that pixels are no signal but rather samples taken at a given location
  • presents the star-shaped artifact of bilinear filtering
  • discusses an alternative to bilinear filtering with links to papers and analyzes the frequency response of some filters

validating physical light units

  • the article presents how to use the Mitsuba renderer to validate the results from a PBR renderer
  • provides an overview of the file structure used by Mitsuba and how to convert units where required

godot 4.0 gets global and per-instance shader uniforms

  • the article presents that Godot has now 3 update frequencies for shader parameters global, per-material and instance
  • provides a few video examples that show use cases of global parameters for vegetation interactions

Symposium on Interactive 3D Graphics and Games 2020 papers on the web

  • collection of papers from the I3D 2020 conference

Ray Tracing Essentials Part 5: Ray Tracing Effects

  • part 5 of Nvidia ray tracing series
  • focuses on the presentation of different visual effects that are created through ray tracing
  • such as depth of field, motion blur, atmospheric effects

nvidia webinar - ray tracing essentials

  • Eric Haines will be giving a webinar on May 12
  • explains concepts related to ray tracing, comparison of ray tracing and explain how specialized hardware can accelerate the workload
  • additionally covering denoising and other techniques required to make interactive raytracing possible

Intro to gfx-hal • Part 3: Vertex buffers

  • part 3 of Rust gfx-hal intro series
  • shows all the steps required including binary serialization of mesh data, shader changes and all other Rust changes needed to render a spinning 3D teapot

Implementing a Physically Based Shading without locking yourself in

  • presentation from revision
  • focuses on the physics of light interaction with matters
  • overview of shading models and possible implementation techniques

Introducing Low-Level GPU Virtual Memory Management

  • Cuda introduces new memory management functionality
  • allows developers to reserve virtual memory ranges and map these ranges to physical memory on demand

Secrets of Direct3D 12: Resource Alignment

  • the article shows that the D3D12 alignment requirement rules have an exception for small textures that allows a reduction in alignment requirements
  • this behavior needs to be explicitly requested and presents how to take advantage of it

3 Techniques for Dynamically Colored UI Graphics

  • the article presents 3 different techniques for Unity that allow the color of UI elements to be dynamically adjusted
  • shows pro and cons for each technique and what good use cases are

[video] A Taste of GPU Compute

  • talks aimed at computer science students starting to get started with GPU technology
  • present an overview of GPU hardware architecture
  • how functional programming is a good fit for GPUs
  • shows how to adjust 2D rendering algorithms to be better adapted for the architecture
  • overview of the graphics infrastructure (compilers, APIs, shader languages )

Frame Analysis - Overwatch

  • the article and video and present a high-level overview of the rendering passes of Overwatch

Life stories: the Glimpse Renderer – part 1

  • Part 1, 2 and 3 of a series about the story of the Glimpse Renderer
  • a renderer was written from scratch and used in multiple movies such as The LEGO Movie

Thanks to Deepak Surti for support of this series.

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

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