🎉 Celebrating 25 Years of GameDev.net! 🎉

Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!

Graphics Programming weekly - Issue 135 — June 7, 2020

posted in jendrikillner
Published June 07, 2020 Imported
Advertisement

Work-Efficiency vs. Step-Efficiency

  • the article discusses how to classify GPGPU work into the critical sequential work and the total amount of work done across all workers
  • presents how this division is useful to talk and understand the performance of algorithms

Widespread error in Radiance HDR RGBE conversions

  • the article presents how RGBE 8888 should be encoded and decoded correctly
  • explains the reasoning and shows how the encoding format works

Casual Shadertoy Path Tracing 2: Image Improvement and Glossy Reflections

  • part 2 of path tracing implementation series, adding Glossy reflection Anti-Aliasing, tone mapping, and camera exposure

SIGGRAPH Spotlight: Episode 35 – Real-Time, Ray Tracing, and Realism

  • Podcast episode with Arisa Scott (Unity), Eric Haines (NVIDIA), Mike Hardison (Blizzard Entertainment), Mohen Leo (ILM)
  • discussing the evolution of real-time technology and upcoming techniques

How to evenly distribute points on a sphere more effectively than the canonical Fibonacci Lattice

  • the article explains how to use to distribute points onto the surface of a sphere

LunarG releases GFXReconstruct, a new Vulkan Capture/Replay Tool, with SDK 1.2.141

  • new Vulkan SDK now contains the Microsoft Shader Compiler
  • GFXReconstruct is a new layer and tool that will replace vktrace, it allows recording and playback of Vulkan commands

SPIR-V Guide

  • this guide is designed to explain SPIR-V, what to use it for and present an overview of the internals
  • additionally provides instructions for tooling and extension mechanism

Writing Shader Code for the Universal RP

  • Shader guide that explains how to write Unity shaders that are compatible with the Universal Render Pipeline
  • highlighting differences between the built-in pipeline and Universal Render Pipeline

Messed up 3D Meshes: A case study in the limits of integer floating point

  • the article shows problems of floating-point precision in the model export pipeline

Ambient Occlusion

  • the presentation explains what Ambient Occlusion is, and provides an overview of different algorithms used to implement the effect

Real-time Cubism Shader

  • presents a method to implement a Cubism effect, similar to what can be seen in “Spider-Man: Into the Spider-Verse”
  • provides a Unity implementation

Sharpening the renderer

  • the article presents Contrast Adaptive Sharpening and how it’s used in EVE to make details on ships and planet surfaces clearer

Texture Generation Part 2: Normal Swizzling

  • Unity tutorial that shows to mix Normal map correctly
  • considerations to export normal maps to take the most advantage of the BC compresses precision

Thanks to Graham Wihlidal for support of this series.

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

Read more

0 likes 0 comments

Comments

Nobody has left a comment. You can be the first!
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement