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Graphics Programming weekly - Issue 104 — October 27, 2019

Graphics Programming weekly - Issue 104 — October 27, 2019

jendrikillner
jendrikillner
jendrikillner · · 2 min read
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  • the article presents the different meaning of the term gamma in different color contexts
  • suggest to always use a piece-wise sRGB function
Gamma-2.2_sRGB_CCTFs.png


  • presents an overview of the difference between static and dynamic branching
  • dynamic is a lot more expensive of PowerVR hardware
  • shows examples of problematic cases with dynamic branching
  • presents an extension that can be used to make the dynamic branch a lot more performant if all threads agree on a condition
PowerVR.png


  • introduction of marching cube pre-pass stage reduces the mesh shader example GPU time by 33% to 50%
Metaballs2.jpg


  • collection of tweets related to VFX, shaders, and game art
technically_art_template_40.png


  • the author presents his solution on how to implement painting onto textures using unity
  • intersects mouse position with meshes, converting into UV space to be able to apply painting information using signed distance fields
TextureSpacePainting.png


  • the article presents the D3D12 resource state promotion and decay rules related to the common resource state
  • mentions the AssertResourceState debug API that can be used to validate resource state promotion/decay behavior
  • explains the ExecuteCommandLists behavior concerning resource states
d3d12_logo.jpg


  • the article presents how the author took the CPU implementation of Ray Tracing in a Weekend and converted it to run on the GPU using a GLSL implementation
ray_tracing_motion_blur.png


  • a brief presentation by Embark Studios showing RLSL, a subset of rust compiled to SPIR-V
  • experimental stage
  • showing how/what it is currently implemented, vision for the future
  • presents examples of how shaders are implemented
  • integration into the rust ecosystem
RLSL.png

Thanks to Steven Cannavan for support of this series.


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