Graphics Programming weekly - Issue 82 — April 28, 2019 A tour of Granite’s Vulkan backend – Part 4 shows the window system abstraction can be used to render to a window or into an offscreen render target how to allocate temporary data that is only required for the duration of the frame wayback-archive A Tale of a Bug the article describes the process to locate a bug in Babylon.js PBR pipeline comparison against other rendering engines confirmed the problem caused by the difference between spherical polynomials and spherical harmonics wayback-archive Tone Mapping shows the effect on PBR scene when no tone mapping is applied why tone mapping is required and explanation of exposure presents how to calculate luminance and the final average exposure required wayback-archive Automatic Exposure Using a Luminance Histogram presents the process of tone mapping and how curves are used shows different kinds of tone mapping curves and their final result highlighting what different considerations need to be considered when deciding on a solution wayback-archive PIX 1904.23 – New Timing Capture preview and improved DXIL shader debugging new PIX version contains a preview of a new timing view will support larger capture durations, up to hours designed to better visualize a large amount of data collected preview because a large number of features are still missing team is looking for feedback wayback-archive A tour of Granite’s Vulkan backend – Part 5 presents how render passes are expressed in the user-facing API shows how layout transition for external dependencies are handled separate logic for user-created, WSI images and transient images suggests that barriers should be treated at a higher level inside a frame graph architecture wayback-archive i3D 2019 – Sampling Projected Spherical Caps in Real Time presents a new technique for a stochastic sampling of spherical area lights that is suitable for GPU implementations able to reduce noise from unoccluded areas significantly based on cutting the projected spherical cap into disks and sampling the disks instead wayback-archive Lighting And Transmittance the second part of the volumetric cloud rendering series explains transmittance and phase functions 3D path visualization that presents how phase functions influence the way rays traverse the volume wayback-archive Dynamic Bounding Volume Hierarchies - Extended version an extended version of the GDC 2019 talk overview of AABB and BVH shows how to build a BVH using bottom up and top down building algorithms and update dynamically presenting different strategies wayback-archive Thanks to Giuseppe Modarelli 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
A tour of Granite’s Vulkan backend – Part 4 shows the window system abstraction can be used to render to a window or into an offscreen render target how to allocate temporary data that is only required for the duration of the frame wayback-archive A Tale of a Bug the article describes the process to locate a bug in Babylon.js PBR pipeline comparison against other rendering engines confirmed the problem caused by the difference between spherical polynomials and spherical harmonics wayback-archive Tone Mapping shows the effect on PBR scene when no tone mapping is applied why tone mapping is required and explanation of exposure presents how to calculate luminance and the final average exposure required wayback-archive Automatic Exposure Using a Luminance Histogram presents the process of tone mapping and how curves are used shows different kinds of tone mapping curves and their final result highlighting what different considerations need to be considered when deciding on a solution wayback-archive PIX 1904.23 – New Timing Capture preview and improved DXIL shader debugging new PIX version contains a preview of a new timing view will support larger capture durations, up to hours designed to better visualize a large amount of data collected preview because a large number of features are still missing team is looking for feedback wayback-archive A tour of Granite’s Vulkan backend – Part 5 presents how render passes are expressed in the user-facing API shows how layout transition for external dependencies are handled separate logic for user-created, WSI images and transient images suggests that barriers should be treated at a higher level inside a frame graph architecture wayback-archive i3D 2019 – Sampling Projected Spherical Caps in Real Time presents a new technique for a stochastic sampling of spherical area lights that is suitable for GPU implementations able to reduce noise from unoccluded areas significantly based on cutting the projected spherical cap into disks and sampling the disks instead wayback-archive Lighting And Transmittance the second part of the volumetric cloud rendering series explains transmittance and phase functions 3D path visualization that presents how phase functions influence the way rays traverse the volume wayback-archive Dynamic Bounding Volume Hierarchies - Extended version an extended version of the GDC 2019 talk overview of AABB and BVH shows how to build a BVH using bottom up and top down building algorithms and update dynamically presenting different strategies wayback-archive Thanks to Giuseppe Modarelli for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more
from GameDev.net http://bit.ly/2WcVL6h
from GameDev.net http://bit.ly/2WcVL6h
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