Graphics Programming weekly - Issue 131 — May 10, 2020


Ray Tracing Essentials Part 7: Denoising for Ray Tracing

  • the final part of raytracing series
  • presents what denoising techniques are and why they are required
  • presents a comparison in multiple scenes, explaining how neural network technique is trained


a history of nvidia stream multiprocessor

  • the article presents an overview of the Nvidia GPU architecture and how they developed over time
  • shows changes done to the hardware, discussing the strengths and weaknesses of the design


Rendering volumetric clouds using signed distance fields

  • presents a technique that combines singed distance fields and ray marching to render static volumetric clouds
  • the signed distance field is used to only use ray-marching once inside the cloud volume


Monte Carlo Geometry Processing: A Grid-Free Approach to PDE-Based Methods on Volumetric Domains

  • the paper presents how to apply the monte-carle methods to geometry processing


On Ray Reordering Techniques for Faster GPU Ray Tracing

  • the paper presents an overview of ray sorting techniques and introduces a new method for ray sorting of secondary rays


A perceptual model of motion quality for rendering with adaptive refresh-rate and resolution

  • this paper presents the results of testing done into human perception, comparing test-cases for perceived quality differences between resolution and framerate
  • proposes a model for prediction to enable an application to dynamically adjust framerate and resolution based on the findings to achieve the highest perceived visual quality


[video] Animal Crossing, wobbly leaves, pivot caching.

  • the Video presents an overview of a shader technique implementing the behavior of leaves in Animal Crossing
  • this technique is based around storing individual pivots for multiple leaves and applying dynamic effects based on this
  • implementation with blender and Godot is shown


Point of WebGPU on native

  • the author presents his view on WebGPU for use in native applications
  • showing why it could be an excellent offer for many types of developers if it can deliver on its promises


GPU architecture resources

  • collection of resource links to presentations, papers and articles focusing on the details of GPU architectures


CUDA Refresher: Getting started with CUDA

  • a brief overview on how to get started with CUDA
  • programming model and required components


Meshlete - Chop 3D objects to meshlets

  • a tool to generate meshlets for use with compute based culling algorithms or mesh shaders
  • explains the difference between Bounding Spheres and Visibility Cones and how to use them for culling parts of meshes more efficiently


Thanks to Jens Hartmann for support of this series.


Would you like to see your name here too? Become a Patreon of this series.