Last Week on DirectX Shader Compiler (2017-11-14) [wayback-archive]
- support for explicitly sized types 16 to 64 bits
- spir-v improvements
- Improved performance of occlusion ray packets by up to 50%
Experiments in GPU-based occlusion culling [wayback-archive]
- An GPU occlusion system that does not require mayor changes to existing D3D11 based engines
- render occluders to depth buffer
- mip chain generation
- world transform + aabb (axis aligned bounding box) in structured buffer
- if visible write the transform to an AppendBuffer
- DrawIndexedInstancedIndirect for drawing the models
- index count is pre-filled by the CPU when creating the buffer
- only the number of instances needs to be atomically incremented on the GPU
- expand to support multiple mesh types culling in one pass
- remove use of AppendBuffer
- removing invisible instances with parallel prefix scan for stream compaction
Updated Crunch texture compression library [wayback-archive]
- compress DXT textures up to 2.5 times faster
- latest github version up to 5x faster
- 10% better compression ratio
- added support for ETC_RGB4 and ETC2_RGBA8
- commits have very detailed commit messages to follow the progress along github
Mud and Water of Spintires: MudRunner [wayback-archive]
- visual aspects driven via textures
- dynamically updated through rendering of particles into textures
- projection of meshes
- heavy use of decals
- mud system
- mud displacement
- wheel tracks
- mud particles
- water system
- water simulation
- geometric water waves
Biome Painter: Populating Massive Worlds [wayback-archive]
generate terrain textures and entity placement from the same system
- biome type and lushness in color maps
spawns entities on pre-calculated spawn points
- entities spawned at runtime
- following rules based on terrain information
Biome LOD
- based on distance spawn only larger objects
- small object just close to the player
splines are used for roads/rivers
- automatically adjusts the maps to adjust for it
biome blockers
- simple shapes that reduce or remove biomes where placed
Technology Sneak Peek: Python in Unreal Engine [wayback-archive]
- automated non destructive workflow processing
- replace materials/combine models/ remove detailts etc…
- can be python or visual scripting (blueprint)
Gpufit: An open-source toolkit for GPU-accelerated curve fitting [wayback-archive]
- GPU-accelerated , open-source library for curve fitting
- using the Levenberg-Marquardt algorithm