Graphics Programming weekly - Issue 78 — March 31, 2019 Missed the content for March? Don’t worry. The summary is now availbale on my patreon: https://ift.tt/2JXf0Pu GPU Path Tracing in Unity – Part 3 part 3 of tutorial series in building a path tracer in Unity shows how to trace a ray against a triangle and extends this by integration of Unity mesh interactions from the scene wayback-archive NVIDIA Announces Nsight Graphics 2019.2! new Nsight graphics release adds improved DXR support, D3D12 fence visualization and Vulkan support for the range profiler wayback-archive Autodesk - A Surface Standard whitepaper presenting the Autodesk uber surface shader based on the Arnold shading model based on ten components that are layered and mixed hierarchical to form the final surface appearance defines a “preview” model that simplifies the shading model for real-time use shows the effect of the individual components and exposed parameters partial Open Shading Language implementation is provided OSL shader archive github wayback-archive Advanced Map Shading presents how to render maps using WebGL shows how to convert color maps to elevation generate normal maps from a height map apply soft shadows, ambient lighting and combine with color map information wayback-archive game developers conference 2019 links collection of links to presentations from GDC 2019 wayback-archive Resources for Learning Graphics Programming collection of resources aimed at helping beginners get started with graphics programming wayback-archive Variable Rate Shading: a scalpel in a world of sledgehammers overview of Variable Rate Shading which is starting to become part of the D3D12 API will have a two-tier hardware support level tier 1: per draw shading rate changes tier 2: can vary shading rate within a draw, with a screenspace image or per-primitive wayback-archive New in D3D12 – DirectX Raytracing (DXR) now supports library subobjects next Windows update will add support for library subobjects these allow configuring raytracing pipeline state from HLSL, removing the need for boilerplate C++ code wayback-archive [video] Khronos - 2019 GDC youtube playlist with all Khronos talks from GDC 2019 A hybrid rendering pipeline for realtime rendering: (When) is raytracing worth it? the author presents his thoughts on the current state of raytracing in games where it can bring an advantage, weaknesses and the need for hybrid solutions how it might influence art direction wayback-archive stable filtering — part 2 explores a stable filter further presents a new test that can be used to validate the filter quality better performs experiments to find a filter that is stable and introduces less blurring than the filter discussed in part 1 wayback-archive Arm Releases Vulkan Best Practices for Mobile Developers ARM released a best practice guide for Vulkan consists of runnable samples that show best-practices and shows common performance pitfalls on-screen information visualizes the performance impact of different methods wayback-archive Reverse engineering the rendering of The Witcher 3, part 12 - stupid sky tricks look at the disassembly for parts of the skydome, sun, and stars shader from The Witcher wayback-archive Using AMD FreeSync 2 HDR: Color Spaces covers overview of color theory, color spaces, and encoding presents what problems FreeSync 2 solves and what guidelines it requires hardware manufacturers to follow wayback-archive Tips and Tricks: Ray Tracing Best Practices list of best practices for ray tracing how to manage the acceleration structure construction and building efficiently how to manage pipeline objects, shaders, and resources denoisers and memory budget wayback-archive PIX 1903.26 – Occupancy for Turing GPUs and Variable Rate Shading occupancy graph is now supported on Turing GPUs too Variable Rate Shading is supported wayback-archive Flipping the Vulkan viewport a small article explaining the difference in the viewport coordinate system when using Vulkan compared to OpenGL shows how to flip the viewport to match OpenGL convention wayback-archive A Multi-Faceted Exploration (Part 4) presents how to precalculate an energy preserving microfacet BRDF with a diffuse-like lobe wayback-archive An unbiased look at real-time raytracing presents the authors’ views on “do”’s “do not”’s for the future use of raytracing in games how RTX gives new opportunities and also challenges performance vs. quality tradeoffs will still be required, and raytracing will not make this simpler wayback-archive Unreal Engine GDC 2019 tech talks now available online unreal tech talks from GDC 2019 are available wayback-archive Thanks to Warren Moore for support of this series. You would like to see your name here too? Become a Patreon of this series. Read more https://ift.tt/eA8V8J
Missed the content for March? Don’t worry. The summary is now availbale on my patreon: https://ift.tt/2JXf0Pu GPU Path Tracing in Unity – Part 3 part 3 of tutorial series in building a path tracer in Unity shows how to trace a ray against a triangle and extends this by integration of Unity mesh interactions from the scene wayback-archive NVIDIA Announces Nsight Graphics 2019.2! new Nsight graphics release adds improved DXR support, D3D12 fence visualization and Vulkan support for the range profiler wayback-archive Autodesk - A Surface Standard whitepaper presenting the Autodesk uber surface shader based on the Arnold shading model based on ten components that are layered and mixed hierarchical to form the final surface appearance defines a “preview” model that simplifies the shading model for real-time use shows the effect of the individual components and exposed parameters partial Open Shading Language implementation is provided OSL shader archive github wayback-archive Advanced Map Shading presents how to render maps using WebGL shows how to convert color maps to elevation generate normal maps from a height map apply soft shadows, ambient lighting and combine with color map information wayback-archive game developers conference 2019 links collection of links to presentations from GDC 2019 wayback-archive Resources for Learning Graphics Programming collection of resources aimed at helping beginners get started with graphics programming wayback-archive Variable Rate Shading: a scalpel in a world of sledgehammers overview of Variable Rate Shading which is starting to become part of the D3D12 API will have a two-tier hardware support level tier 1: per draw shading rate changes tier 2: can vary shading rate within a draw, with a screenspace image or per-primitive wayback-archive New in D3D12 – DirectX Raytracing (DXR) now supports library subobjects next Windows update will add support for library subobjects these allow configuring raytracing pipeline state from HLSL, removing the need for boilerplate C++ code wayback-archive [video] Khronos - 2019 GDC youtube playlist with all Khronos talks from GDC 2019 A hybrid rendering pipeline for realtime rendering: (When) is raytracing worth it? the author presents his thoughts on the current state of raytracing in games where it can bring an advantage, weaknesses and the need for hybrid solutions how it might influence art direction wayback-archive stable filtering — part 2 explores a stable filter further presents a new test that can be used to validate the filter quality better performs experiments to find a filter that is stable and introduces less blurring than the filter discussed in part 1 wayback-archive Arm Releases Vulkan Best Practices for Mobile Developers ARM released a best practice guide for Vulkan consists of runnable samples that show best-practices and shows common performance pitfalls on-screen information visualizes the performance impact of different methods wayback-archive Reverse engineering the rendering of The Witcher 3, part 12 - stupid sky tricks look at the disassembly for parts of the skydome, sun, and stars shader from The Witcher wayback-archive Using AMD FreeSync 2 HDR: Color Spaces covers overview of color theory, color spaces, and encoding presents what problems FreeSync 2 solves and what guidelines it requires hardware manufacturers to follow wayback-archive Tips and Tricks: Ray Tracing Best Practices list of best practices for ray tracing how to manage the acceleration structure construction and building efficiently how to manage pipeline objects, shaders, and resources denoisers and memory budget wayback-archive PIX 1903.26 – Occupancy for Turing GPUs and Variable Rate Shading occupancy graph is now supported on Turing GPUs too Variable Rate Shading is supported wayback-archive Flipping the Vulkan viewport a small article explaining the difference in the viewport coordinate system when using Vulkan compared to OpenGL shows how to flip the viewport to match OpenGL convention wayback-archive A Multi-Faceted Exploration (Part 4) presents how to precalculate an energy preserving microfacet BRDF with a diffuse-like lobe wayback-archive An unbiased look at real-time raytracing presents the authors’ views on “do”’s “do not”’s for the future use of raytracing in games how RTX gives new opportunities and also challenges performance vs. quality tradeoffs will still be required, and raytracing will not make this simpler wayback-archive Unreal Engine GDC 2019 tech talks now available online unreal tech talks from GDC 2019 are available wayback-archive Thanks to Warren Moore for support of this series. You would like to see your name here too? Become a Patreon of this series. Read more
from GameDev.net https://ift.tt/2Wyi9Xs
from GameDev.net https://ift.tt/2Wyi9Xs
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