Nubis: Realtime volumetric cloudscapes in a nutshell
- summary of
- cloud modeling and authoring system
- lighting model
- high level overview of the implementation
- environment lighting is using several distributed area lights
- distribution / strength is adapted t…
2018 Vulkan Developer Day in Montréal
- April 30th, Vulkan Developer Day in Montreal, hosted by Ubisoft
- UVs map into a gradient texture
- to change the colors the UVs are adjusted to point to other sections in gradient texture
![Graphics Programming weekly - Issue 34 — April 15, 2018](https://uploads.gamedev.net/monthly_2018_06/1883680275_portrait(1).thumb.jpg.82cc0a26592ee42b881c94e8bb33eb8e.jpg)
Exploring scriptable render pipelines in unity 2018.1 [wayback-archive]
- overview of the scriptable render pipeline
- walkthrough of the development of a pipeline for mobile VR, code on github
- lighting, fog, lightmaps, shadows, light/reflection probes, transparency
![Graphics Programming weekly - Issue 33 — April 8, 2018](https://uploads.gamedev.net/monthly_2018_06/1883680275_portrait(1).thumb.jpg.82cc0a26592ee42b881c94e8bb33eb8e.jpg)
Breaking down barriers – part 2: Synchronizing GPU threads [wayback-archive]
- explanations of barrier behaviour on a simplified GPU model
- how split barriers help to increase GPU utilization
Color: From Hexcodes to Eyeballs [wayback-archive]
- in-depth introduction into light theory, human perception, col…
![Graphics Programming weekly - Issue 32 — April 1, 2018](https://uploads.gamedev.net/monthly_2018_06/1883680275_portrait(1).thumb.jpg.82cc0a26592ee42b881c94e8bb33eb8e.jpg)
Triangle Visibility Buffer [wayback-archive]
- in-depth walkthrough of the GPU triangle culling pipeline
- render into a single render RGBA8 render target, storing drawID + triangle ID
- memory usage comparison with deferred shading
- at shading time
- lookup the triangle ID from the render target
- interpolate ver…
![Graphics Programming weekly - Issue 30 — March 11, 2018](https://uploads.gamedev.net/monthly_2018_06/1883680275_portrait(1).thumb.jpg.82cc0a26592ee42b881c94e8bb33eb8e.jpg)
Porting GPU driven occlusion culling to bgfx [wayback-archive]
- breakdown of how a gpu driven pipeline can be implemented with bgfx
- indirect buffer writing from the CPU not supported so using regular instancing instead
Breaking down barriers – part 1: what’s a barrier? [wayback-archive]
- look at differe…
![Graphics Programming weekly - Issue 29 — March 04, 2018](https://uploads.gamedev.net/monthly_2018_06/1883680275_portrait(1).thumb.jpg.82cc0a26592ee42b881c94e8bb33eb8e.jpg)
Rendering in Camera Space(ish) [wayback-archive]
- shows effects of floating point precision loss far away from the origin
- transforms rendering to be relative to the camera position in the world instead of the origin of the world
- this makes rendering precision independent from the position in the world
![Graphics Programming weekly - Issue 28 — February 25, 2018](https://uploads.gamedev.net/monthly_2018_06/1883680275_portrait(1).thumb.jpg.82cc0a26592ee42b881c94e8bb33eb8e.jpg)
Youtube - Wolfenstein 3D’s map renderer
- in-depth breakdown of how the Wolfenstein 3D renderer works
- explanation of the ray-casting logic
- derivation of the mathematics found in the code
Fast way to render lots of spheres [wayback-archive]
- spheres drawn in pixel shader using ray-sphere intersection test
- v…
![Graphics Programming weekly - Issue 27 — February 18, 2018](https://uploads.gamedev.net/monthly_2018_06/1883680275_portrait(1).thumb.jpg.82cc0a26592ee42b881c94e8bb33eb8e.jpg)
Descriptor Pool Challenges in Vulkan [wayback-archive]
- looking at the descriptor pool problem with multiple worker threads
- variable workload makes it difficult to correctly size the pools
- discussions of workarounds
- proposal of a flag for lock-free descriptor allocation
- looking at the AMD driver code fo…
Advertisement
Popular Blogs
Advertisement
Advertisement