Graphics Programming weekly - Issue 168 — January 31, 2021

posted in jendrikillner
Published January 31, 2021 Imported
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Improved Shader and Texture Level of Detail Using Ray Cones

  • the paper introduces a new method for Mip level selection, including anisotropic filtering in a raytracer
  • presented technique is not based on screen space derivatives
  • extends the technique to apply to textures with different dimensions
  • shows how ray cones can be used to select LOD for shading too

sRGB gamut clipping

  • the article presents an introduction to Gamut Clipping (mapping colors outside of the target color space back into valid colors)
  • presents different approaches for mapping techniques
  • shows how to apply these for the Oklab color space and presents comparisons of the results
  • code is provided

Analysis-Driven Optimization: Preparing for Analysis with NVIDIA Nsight Compute, Part 1

  • first part of a three-part series that focuses on optimizing a CUDA workload
  • articles present the methodology, how to use the Nsight provided information to iteratively optimize the application

Managing Memory for Acceleration Structures in DirectX Raytracing

  • the article presents how to reduce memory usage of bottom level acceleration structure (BLAS)
  • instead of using placed resources for each BLAS, it’s recommended to sub allocate from one larger structure

Rim Light Shader Graph in Unity URP! Moody and Atmospheric Lighting!

  • the Unity video tutorial shows how to implement rim lighting (an effect that only applies to the edges of a model)

Introduction to Computer Graphics

  • Video lectures for the Introduction to Computer Graphics Course at the University of Utah
  • more classes will be released over the next few weeks

Neural Geometric Level of Detail Real-time Rendering with Implicit 3D Surfaces

  • the paper presents a deep neural network to generate signed distance functions using a fixed network and sparse oct-tree
  • the network also generates the level of detail representations
  • shows real-time reconstruction and rendering with ray tracing

Wrapping around the uv map in 80 frames

  • the article presents an overview of UV mapping
  • showing different mapping techniques, problems, and uses cases

NVIDIA Announces Nsight Graphics 2021.1

  • updated tools adds support for inline raytracing and capturing applications that are not frame-based

Thanks to Bruno Opsenica for support of this series.

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

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