Graphics Programming weekly - Issue 14 — October 29, 2017


OpenCl -> Vulkan: A Porting Guide [wayback-archive]

  • why?
    • better cross-platforms support
    • more frequent driver updates
    • more tools
    • less driver overhead, up to 3x less
  • shows differences between the APIs
  • clspv a tool to compile openCL shaders to SPIRV

Bringing Galaxy on Fire 3 to Vulkan: Stats & Summary [wayback-archive]

  • vulkan, 40% more code
  • between 2.7x to 4x faster then OpenGL ES across devices (CPU performance)

NanoGL : a crafted WebGL(2) microframework [wayback-archive]

  • light-weight helpers wrapping the WebGL2 API
  • separate modules
    • Draco compressed models
    • GPU textures + high MIP streaming
    • LOD system
    • PBR
    • Post effects
  • nice videos showing the features

How Unreal Renders a Frame [wayback-archive]

  • breakdown and high-level look at how UE4 rendering works
  • small explanations about how each stages works and some implementation details

High-Performance GPU Computing in the Julia Programming Language [wayback-archive]

  • work-in-progress support
  • same high-level language on CPU and GPU (some limitation)
  • written inline with CPU code

Transmuting White Noise To Blue, Red, Green, Purple [wayback-archive]

  • how to turn white noise into different kinds of noise
  • done by filtering white noise to only include the desired frequencies

The Gauss-Seidel and Jacobi Methods for Solving Linear Systems [wayback-archive]

  • explanation of the Jacobi Method and Gauss-Seidel method, both are very similar
  • but Gauss-Seidel converges a lot quicker

The GoPro® CineForm video codec SDK - open source

  • 12-bit, full-frame wavelet compression video codec
  • constant quality, bit-rates will vary as needed
  • decoder, encoder, test applicatiom open source

Optimizing Graphic Performance: Temporal Foveated Rendering for VR


sRGB versus Linear Colour Space [wayback-archive]

  • sRGB backbuffer handling in SDL / OpenGl

sRGB Colour Space - Part Deux [wayback-archive]

  • how to use hardware sRGB -> linear conversion with OpenGL for textures