jendrikillner

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Montreal, Canada
1 comments
31 followers
166 entries
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jendrikillner
April 29, 2018
Graphics Programming weekly - Issue 36 — April 29, 2018
Nubis: Realtime volumetric cloudscapes in a nutshell
  • summary of
    • cloud modeling and authoring system
    • lighting model
  • high level overview of the implementation
wayback-archive

Stratified sampling
1,054 views
jendrikillner
April 22, 2018
Graphics Programming weekly - Issue 35 — April 22, 2018
2018 Vulkan Developer Day in Montréal
  • April 30th, Vulkan Developer Day in Montreal, hosted by Ubisoft
wayback-archive Recolouring assets with lazy unwrapping!
  • UVs map into a gradient texture
  • to c…
1,179 views
jendrikillner
April 15, 2018
Graphics Programming weekly - Issue 34 — April 15, 2018

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

SymPy case studies, part 2: deri…

936 views
jendrikillner
April 08, 2018
Graphics Programming weekly - Issue 33 — April 8, 2018

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 percepti…
901 views
jendrikillner
April 01, 2018
Graphics Programming weekly - Issue 32 — April 1, 2018

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
    • interpo…
964 views
jendrikillner
March 18, 2018
Graphics Programming weekly - Issue 31 — March 18, 2018

This week I am at GDC, therefore there will be no newsletter at the end of the week. If you would like to meet during the week, send me an email or message me on twitter. DMs are open.

The series will return on April 2nd.

Meta loader for Vulkan API

  • dynamically loads vulkan entry points, bypass…
950 views
jendrikillner
March 11, 2018
Graphics Programming weekly - Issue 30 — March 11, 2018

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 …
915 views
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jendrikillner
March 04, 2018
Graphics Programming weekly - Issue 29 — March 04, 2018

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 w…
906 views
jendrikillner
February 25, 2018
Graphics Programming weekly - Issue 28 — February 25, 2018

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 intersecti…
877 views
jendrikillner
February 18, 2018
Graphics Programming weekly - Issue 27 — February 18, 2018

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 …
922 views
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