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Graphics Programming weekly - Issue 136 — June 14, 2020

posted in jendrikillner
Published June 14, 2020 Imported
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Followup tidbits on RGBE

  • the author presents considerations for designing conversations explained with the example of RGBE encoding
  • discusses quantization, round trip error, and precision maximization

The Center of the Pixel is (0.5,0.5)

  • the article explains how to deal with pixel coordinates correctly
  • shows why pixel center coordinates are at half-offsets
  • additionally shows how to integrate this into a ray-tracer correctly

Real-Time Ray Tracing Summit

  • an online summit with talks about ray tracing topics
  • covers topic such as ray tracing API, usages in games and developments for mobile

Preliminary HPG 2020 Program

  • program for talks that will be presented as part of high-performance graphics 2020
  • lectures will be streamed for registered attendees and recordings will be released after the conference

Fast 2D rendering on GPU

  • the article provides an overview of an algorithm for GPU based rendering of 2D vector graphics
  • presents a performance comparison against other existing solutions

High Fidelity Graphics for games with HDRP

  • the talk from Unit presents techniques required for best results with Unity High definition rendering pipeline
  • shows how to light a scene following photography theory

Parallel CSG Operations on GPU

  • the article presents how a CSG Operation implementation based around point clouds has been designed for GPU architectures

Animated Light Cookie Shader (Cloud & Tree Shadows)

  • the Unity tutorial shows how to dynamically generate light blocker textures to simulate clouds and tree shadows

[Video] EG / STARs 5 / Neural Rendering / Wednesday

  • the collection of talks for the field of neural rendering methods
  • starting with an overview of the area, covering semantic photosynthesis, novel view synthesis
  • closing with a look at the state of the art

Fake vs True Displacement - Part 1/2

  • the two-part article series shows the difference between Bump-maps, Normal-maps, Displacement and Vector Displacement
  • presents an in-depth overview of the different techniques and compares the strengths and weakness with a visual presentation of the results

Perceptually Smooth Multi-Color Linear Gradients

  • the notebook shows how to interpolate gradients in a perceptually smooth way using Catmull Rom splines
  • the website allows experimentation with results in several color spaces

[Video] Optimizing Roblox: Vulkan Best Practices for Mobile Developers

  • Vulkan talks that cover the Vulkan sample framework, load/store operations, sub-passes, pipeline barriers
  • Roblox presents how to they manage command buffers, descriptors, render passes and pipeline state

Quadrant-Sizing for Efficient UI Rendering

  • the author presents his implementation of a UI element system that allows arbitrary object scaling in a single draw call
  • the technique does not support texturing and requires offline pre-processing

Distance Field Ray Tracing Part 1: Volume Textures and Ray Marching Primer

  • the UE3 tutorial is a primer on how to build distance field shapes and use raymarching from volume texture to render them

Casual Shadertoy Path Tracing 3: Fresnel, Rough Refraction & Absorption, Orbit Camera

  • path 3 of path tracing shows how to extend the materials to support fresnel as well as reflection and absorption for rough materials

Thanks to Giuseppe Modarelli for support of this series.

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

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