Graphics Programming weekly - Issue 93 — July 14, 2019 Command buffers for multi-threaded rendering explains a renderer architecture that separates command generation from execution commands have an associated sort key that is used to determine the execution order shows how to handle materials, resource updates and some advice for debugging such a system wayback-archive I3D19 Keynote: Advances in Rendering, Graphics Research and Video Game Production (Steve McAuley) video recording of the i3D keynote discussed in detail in issue 88 additionally contains the QA that is not covered in the slides Texture Compression in Games survey by the ASTC Khronos group to understand compression use in games Real-Time Hybrid Hair Rendering using Vulkan a paper about a new hair rendering technique the technique is a hybrid between strand-based rasterizer and volume-based raymarching example implementation is available here code wayback-archive Bindless Deferred Decals in The Surge 2 - Philip Hammer video recording of the talk discussed in detail in issue 87 Rendering Line Lights explains how to implement line lights using a Most Representative Point (MRP) approximation finds the point with the most significant contribution along the line and treats that as point light source wayback-archive New in D3D12 – Motion Estimation D3D12 motion estimation support exposes access to the motion estimation hardware found in supported GPUs resolved motion vectors are stored in 2D textures, ready to be used by other application stages the article presents the API wayback-archive Lighthouse 2 discusses a new renderer project aimed at providing a high-performance to enable ray tracing research split into layers to provide application logic, scene representation and actual render codes render codes are plugins that can be shared wayback-archive Using Basis Universal Texture Compression with Metal shows how to compile the Basis command line tool use it to compress a texture and runtime code required to load it into a metal application wayback-archive GPU timing data in New Timing Captures the timing capture view now supports GPU workload visualization the article shows the different features overlapping GPU work on the same queue and on different queues can be visualized wayback-archive Using DXC In Practice the article explains how to use the DXC compiler API compile a shader, shader reflection, and signing wayback-archive SIGGRAPH 2019 Ray Tracing Roundup updated page with all raytracing related sessions, talks and papers from Siggraph 2019 wayback-archive [Twitter] Low-Level Rendering API discussion Twitter thread about modern APIs strengths, weaknesses, opinions, and suggestions for an alternate design wayback-archive Thanks to Cort Stratton 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
Command buffers for multi-threaded rendering explains a renderer architecture that separates command generation from execution commands have an associated sort key that is used to determine the execution order shows how to handle materials, resource updates and some advice for debugging such a system wayback-archive I3D19 Keynote: Advances in Rendering, Graphics Research and Video Game Production (Steve McAuley) video recording of the i3D keynote discussed in detail in issue 88 additionally contains the QA that is not covered in the slides Texture Compression in Games survey by the ASTC Khronos group to understand compression use in games Real-Time Hybrid Hair Rendering using Vulkan a paper about a new hair rendering technique the technique is a hybrid between strand-based rasterizer and volume-based raymarching example implementation is available here code wayback-archive Bindless Deferred Decals in The Surge 2 - Philip Hammer video recording of the talk discussed in detail in issue 87 Rendering Line Lights explains how to implement line lights using a Most Representative Point (MRP) approximation finds the point with the most significant contribution along the line and treats that as point light source wayback-archive New in D3D12 – Motion Estimation D3D12 motion estimation support exposes access to the motion estimation hardware found in supported GPUs resolved motion vectors are stored in 2D textures, ready to be used by other application stages the article presents the API wayback-archive Lighthouse 2 discusses a new renderer project aimed at providing a high-performance to enable ray tracing research split into layers to provide application logic, scene representation and actual render codes render codes are plugins that can be shared wayback-archive Using Basis Universal Texture Compression with Metal shows how to compile the Basis command line tool use it to compress a texture and runtime code required to load it into a metal application wayback-archive GPU timing data in New Timing Captures the timing capture view now supports GPU workload visualization the article shows the different features overlapping GPU work on the same queue and on different queues can be visualized wayback-archive Using DXC In Practice the article explains how to use the DXC compiler API compile a shader, shader reflection, and signing wayback-archive SIGGRAPH 2019 Ray Tracing Roundup updated page with all raytracing related sessions, talks and papers from Siggraph 2019 wayback-archive [Twitter] Low-Level Rendering API discussion Twitter thread about modern APIs strengths, weaknesses, opinions, and suggestions for an alternate design wayback-archive Thanks to Cort Stratton 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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