Graphics Programming weekly - Issue 8 — September 17, 2017

posted in jendrikillner
Published September 17, 2017 Imported
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About GPU Family 4 - Metal 2.0 [wayback-archive]

  • tile-based deferred rendering (TBDR)
  • imageblocks
    • tile memory that can be acessed from the shader to create custom, tile local storage
    • can be shared between compute, and rasterization
  • tile shading
    • new programmable stage, allow access to all data stored in tile memory
  • raster order groups
  • threadgroup sharing

more details can be found in the videos: https://developer.apple.com/videos/metal/

Headless Vulkan examples [wayback-archive]

  • how to run compute and graphics work without creating a window

Photoshop Blend Modes Without Backbuffer Copy [wayback-archive]

  • how to use shader logic and blend modes to replicate photoshop blend modes

Road to Anti-Aliasing in BRE: Rasterization [wayback-archive]

  • explanation of rasterization algorithmn
  • basic overview of display technology

VulkanMemoryAllocator - 2.0

  • Support for persistently mapped allocations, custom memory pools, defragmentation, better support for GPU memory oversubscription

Diffuse albedo database [wayback-archive]

Advances in Real-Time Graphics at Pixar

  • USD
  • OpenSubdiv
  • Hydra
    • also supports VR
  • RTP (real-time previewer)
  • presto animation system
  • Pele (hair and fur simulation)

The Artful Shape of Functions [wayback-archive]

  • examples of basic math concepts that can be used to animate
  • Ocean Waves: (using sin layering)
  • Bezier Curve
  • Gradients

Seamless: Seam erasure and seam-aware decoupling of shape from mesh resolution[wayback-archive]

  • techinuque to remove seams from existing textures without requiring changes to the mesh
  • mesh decimation technique that is seam aware to reduce artifacts
  • Seam straightening mesh processing to increase number of edges that can be collapsed

source code: - Texture Seam Erasure - Seam-aware mesh decimater

paper: paper [wayback-archive]

Normal Mapping for a Triplanar Shader [wayback-archive]

  • quick overview of what is triplanar mapping and tangent space normals maps
  • explanation of different normal mapping techniques with unity shader code
  • different texture blending techniques

More Resources for Universal Windows Platform Games with Fall Xbox One Update [wayback-archive]

Category Before Now CPU 4 shared cores 6 exclusive cores GPU 50% D3D11 100 % with D3D12 RAM 1 GB 5GB

Sorting with GPUs: A Survey [wayback-archive]

  • lists a large number of GPU sort algorithms with sources and compares them
  • using a nvidia hardware model

State of glTF 2.0 for WebVR Devs [wayback-archive]


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