- the second part of the blog post series covering raytracing implementation with compute shaders presents the results of splitting the acceleration structure into two levels
- presents an overview of the implementation, performance comparison
- additionally shows that two-level separation provides additional flexibility advantages
![](/img/posts/graphics-programming-weekly-155/compute_raytracing.png)
- Vulkan extension for Variable Rate Shading (VRS) has been released as VK_KHR_fragment_shading_rate
- adds the necessary API and SPIR-V extensions
![](/img/posts/graphics-programming-weekly-155/2020-blog-vulkan-shading-rate-extension-example.jpg)
- latest PIX update adds support for visualizing the GPU execution of command list from a single ExecuteCommandLists call
- adds support for showing the resources that belong to each descriptor in a heap
![](/img/posts/graphics-programming-weekly-155/CommandList1.png)
The Elephant on RTX – First Light. (or: Ray Tracing Disney’s Moana Island using RTX, OptiX, and OWL)
- the author presents an overview of his raytracer setup
- explains the problems encountered and the current state
- provides an overview of how to trace the Ptex textures on the GPU
![](/img/posts/graphics-programming-weekly-155/disney_moana.png)
- the Unity article explains how to integrate multiple cameras into a scriptable render pipeline
- shows how to use it for split-screen, overlay camera (including correct blending), and in-game UI
- additionally shows how to filter objects for one viewport
![](/img/posts/graphics-programming-weekly-155/tutorial-image.jpg)
- the shader tutorial explains how to stylized toon glass shader
- shows the breakthrough of the individual component and what they contribute to the final result
![](/img/posts/graphics-programming-weekly-155/StylizedGlass.png)
Thanks to Angel Ortiz for support of this series.
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