Graphics Programming weekly - Issue 108 — November 24, 2019


PC Rendering Techniques to Avoid when Developing for Mobile VR

  • the article presents an overview of techniques that are not a good fit for mobile VR applications
  • provides brief explanations of the methods and the reasons for why they should be avoided


Technically Art: Issue 44 (22.11.2019)

  • collection of tweets showcasing a large number of effects, games and technical art resources


Part 20: Post Processing Effects & Chromatic Aberration

  • a unity tutorial that explains how to create a post-processing effect that implements a Chromatic Aberration style effect


Normal map compositing using the surface gradient framework in Shader Graph

  • the article shows how the surface gradient framework (discussed in issue 102) can be integrated into the High Definition Rendering Pipeline (HDRP) from Unity


Vulkan Releases Extension to Expose Cross-Vendor Performance Metrics

  • a new Vulkan extension that allows developers to query performance metrics from the GPU
  • exposed metrics are defined by the driver
  • granularity is determined by the capabilities of the GPU, ranging from single commands to complete command buffers


Applying for Entry Level Graphics Jobs in Games

  • overview of advice by the author on what candidates should be focusing on if they are interested in getting started in graphics programming positions in games


Open-Source Real-Time Rendering Engines and Libs

  • list of open-source rendering engines and helper libraries
  • a mix of large, established and hobby projects


[#78] Podcast time! & PBR Theory for Artists - Part one

  • podcast episode for artists
  • contains a collection of links to other articles related to PBR rendering


The RTX Shader Binding Table Three Ways

  • provides an overview of the raytracing execution model
  • explains shader binding tables and why they are fundamental for raytracing APIs
  • differences between Vulkan, DXR, and OptiX
  • provides a tool that visualizes the required table layout for the different APIs and how to trace rays with correct offsets


2019 Reboot Develop Red

  • links to Vulkan presentations and videos from Reboot Develop Red
  • topics include Vulkan Ray tracing, mobile, and optimizations


Latency of 30 ms Matters More Than Refresh Rate Above 60 Hz for First Person Targeting Tasks

  • research by Nvidia that investigates the influence of latency reduction and higher frame rates in the context of first-person shooters
  • shows that high frame rates are mainly significant because of the latency reductions it provides


Instanced Line Rendering

  • the article explains how to render lines
  • extends the method to support different styles of line rendering


Thanks to Bruno Opsenica for support of this series.


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