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    Graphics Programming weekly - Issue 81 — April 21, 2019 Write-up: Magical Marbles explains how to create a layering parallax effect to simulate the inside of a marble using ray marching wayback-archive A tour of Granite’s Vulkan backend – Part 2 presents how memory, object lifetime and command buffers are managed resource lifetime is bound to a frame context frame context tracks which resources can be deleted once the frame has been consumed wayback-archive GDC 2019 Presentation Links PDFs for all AMD presentations from GDC 2019 have been posted wayback-archive Machine Learning Acceleration in Vulkan with Cooperative Matrices shows the Cooperative Matrix extension for Vulkan the extension enables matrix multiplications to be computed across a subgroup enables better shader optimizations and allows the use of tensor cores on Turing GPUs wayback-archive HSV Color Space explains the HSV colorspace and how to convert it to RGB wayback-archive Under the hood of Shadow of the Tomb Raider using a Forward+ rendering pipeline and raytracing for shadows presents a frame breakdown of the main rendering passes acceleration structure for skinned objects is updated via UAV writes from a vertex shader wayback-archive Model View Projection shows the different spaces that are typically involved in 3D rendering how to transform between the different spaces visually shows the effect of the transformations wayback-archive Sampling A Procedural Sky series on rendering of volumetric clouds shows how to sample the sky lighting contribution using a sampling scheme that places more samples in the bright sections of the sky wayback-archive Flax Facts #25 – Vulkan Flax engine now fully supports a Vulkan backend better performance than the D3D12 implementation wayback-archive New in D3D12 – background shader optimizations D3D12 is starting to allow GPU drivers to implement shader optimization in a background thread provides an API to control the driver behavior wayback-archive Intel® Graphics Performance Analyzers Assist Snow Simulation in Frostpunk* presents how the snow simulation has been implemented and how it was optimized for Intel GPUs supports dynamic melting and build up of snow tesselation stage is used to generate the snow mesh wayback-archive A tour of Granite’s Vulkan backend – Part 3 presents the shader binding model used by granite user binds resources to sets and bind points on a per-resource basis Vulkan descriptor set management is not exposed to the user wayback-archive Thanks to Nathan Reed for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more https://ift.tt/eA8V8J

    Write-up: Magical Marbles explains how to create a layering parallax effect to simulate the inside of a marble using ray marching wayback-archive A tour of Granite’s Vulkan backend – Part 2 presents how memory, object lifetime and command buffers are managed resource lifetime is bound to a frame context frame context tracks which resources can be deleted once the frame has been consumed wayback-archive GDC 2019 Presentation Links PDFs for all AMD presentations from GDC 2019 have been posted wayback-archive Machine Learning Acceleration in Vulkan with Cooperative Matrices shows the Cooperative Matrix extension for Vulkan the extension enables matrix multiplications to be computed across a subgroup enables better shader optimizations and allows the use of tensor cores on Turing GPUs wayback-archive HSV Color Space explains the HSV colorspace and how to convert it to RGB wayback-archive Under the hood of Shadow of the Tomb Raider using a Forward+ rendering pipeline and raytracing for shadows presents a frame breakdown of the main rendering passes acceleration structure for skinned objects is updated via UAV writes from a vertex shader wayback-archive Model View Projection shows the different spaces that are typically involved in 3D rendering how to transform between the different spaces visually shows the effect of the transformations wayback-archive Sampling A Procedural Sky series on rendering of volumetric clouds shows how to sample the sky lighting contribution using a sampling scheme that places more samples in the bright sections of the sky wayback-archive Flax Facts #25 – Vulkan Flax engine now fully supports a Vulkan backend better performance than the D3D12 implementation wayback-archive New in D3D12 – background shader optimizations D3D12 is starting to allow GPU drivers to implement shader optimization in a background thread provides an API to control the driver behavior wayback-archive Intel® Graphics Performance Analyzers Assist Snow Simulation in Frostpunk* presents how the snow simulation has been implemented and how it was optimized for Intel GPUs supports dynamic melting and build up of snow tesselation stage is used to generate the snow mesh wayback-archive A tour of Granite’s Vulkan backend – Part 3 presents the shader binding model used by granite user binds resources to sets and bind points on a per-resource basis Vulkan descriptor set management is not exposed to the user wayback-archive Thanks to Nathan Reed for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more

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