Graphics Programming weekly - Issue 94 — July 21, 2019 Axis-Aligned Bounding Tetrahedra and Octahedra for Ray Tracing Bounding Volume Hierarchies presents Axis-Aligned-Bounding-Tetrahedron (AABT) and Axis-Aligned-Bounding-Octahedron (AABO) as alternative approaches to axis-aligned Bounding Boxes (AABB) to build acceleration structures displays the data structures in 2D and extends into 3D showing results and possible proposals for more research into the topic wayback-archive Anatomy of a frame in AnKi frame breakdown of a single frame in the Anki engine clustered deferred engine discussing shadows, Screen space ambient occlusion, global illumination, Volumetric lighting/fog, reflections, tone mapping, and compositing wayback-archive Wavefront Path Tracing the article explains what wavefront path tracing is how it enables efficient path tracing on GPUs implementation provided in Lighthouse 2 wayback-archive Robust pipeline cache serialization provides an overview of Vulkan pipeline caching list of possible problems that can be encountered different driver behavior and IO issues require user code validation shows the system used by Roblox to validate the cache wayback-archive High-Performance Graphics 2019 slides for the High-Performance Graphics 2019 conference are now available topics include raytracing, 3D text rendering, denoising, many light techniques, shadows, VR and more wayback-archive Physically Based Shading A Shadertoy that shows the different components the define physically based rendering with explanations and demos of the separate components GPU-Assisted Validation GPU based validation in Vulkan has been updated now supports more cases, the article explains which are currently supported the whitepaper provides more details whitepaper archive wayback-archive Radeon GPU Analyzer 2.2 for Direct3D®12 Compute Radeon GPU Analyzer can now compile compute shaders to the target ISA without having to have the GPU installed in the host machine the article explains how the shader compiler pipeline works and the different ways to express the required information wayback-archive Dot products and planes an article explains the dot product and how it relates to the plane equation wayback-archive Dot product and its relationship to matrices shows how the dot product and axis define matrices dot products can be used to decompose effects onto the axis 3 axis represents a 3x3 matrix wayback-archive How to ray-intersect a transformed geometry, without actually transforming it: a geometric illustration the article shows that with the inverse-transformation applied to a ray origin and direction intersection tests can be done against the untransformed geometry wayback-archive Thanks to Stephen Hill 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
Axis-Aligned Bounding Tetrahedra and Octahedra for Ray Tracing Bounding Volume Hierarchies presents Axis-Aligned-Bounding-Tetrahedron (AABT) and Axis-Aligned-Bounding-Octahedron (AABO) as alternative approaches to axis-aligned Bounding Boxes (AABB) to build acceleration structures displays the data structures in 2D and extends into 3D showing results and possible proposals for more research into the topic wayback-archive Anatomy of a frame in AnKi frame breakdown of a single frame in the Anki engine clustered deferred engine discussing shadows, Screen space ambient occlusion, global illumination, Volumetric lighting/fog, reflections, tone mapping, and compositing wayback-archive Wavefront Path Tracing the article explains what wavefront path tracing is how it enables efficient path tracing on GPUs implementation provided in Lighthouse 2 wayback-archive Robust pipeline cache serialization provides an overview of Vulkan pipeline caching list of possible problems that can be encountered different driver behavior and IO issues require user code validation shows the system used by Roblox to validate the cache wayback-archive High-Performance Graphics 2019 slides for the High-Performance Graphics 2019 conference are now available topics include raytracing, 3D text rendering, denoising, many light techniques, shadows, VR and more wayback-archive Physically Based Shading A Shadertoy that shows the different components the define physically based rendering with explanations and demos of the separate components GPU-Assisted Validation GPU based validation in Vulkan has been updated now supports more cases, the article explains which are currently supported the whitepaper provides more details whitepaper archive wayback-archive Radeon GPU Analyzer 2.2 for Direct3D®12 Compute Radeon GPU Analyzer can now compile compute shaders to the target ISA without having to have the GPU installed in the host machine the article explains how the shader compiler pipeline works and the different ways to express the required information wayback-archive Dot products and planes an article explains the dot product and how it relates to the plane equation wayback-archive Dot product and its relationship to matrices shows how the dot product and axis define matrices dot products can be used to decompose effects onto the axis 3 axis represents a 3x3 matrix wayback-archive How to ray-intersect a transformed geometry, without actually transforming it: a geometric illustration the article shows that with the inverse-transformation applied to a ray origin and direction intersection tests can be done against the untransformed geometry wayback-archive Thanks to Stephen Hill 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 https://ift.tt/30X0pHi
from GameDev.net https://ift.tt/30X0pHi
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