Graphics Programming weekly - Issue 184 — May 23, 2021


Writing Shader Code in Universal RP (v2)

  • the article provides an overview of authoring shaders in HLSL
  • shows the building blocks of the language
  • additionally shows how to integrate it into the different Unity systems


Tech Art Chronicles: What Are SDFs Anwyay?

  • the article explains what Signed Distance Fields (SDFs) are
  • how they are used and what kind of effects can be achieved from a single SDF texture
  • additionally shows the implementation of the effects in Unreal visual shader graph


The technical art of sea of thieves

  • the video recording from the Siggraph 2018 has been released
  • covering ocean foam generation, shallow water simulation, and flowing water
  • cloud rendering based around geometric shapes, blurring, and pixel shading on the projected volumes
  • how to generate and simulate the 3D ropes based around parabolics
  • tentacle animation driven from exported vertex animation data, with runtime partial resimulation
  • brief look at the lightning implementation based on L-Systems


A VR Frame’s Life

  • the blog post presents the setup of a frame for VR rendering (Oculus Quest)
  • presents the techniques applied for latency reduction


Distributing Monte Carlo errors as Blue Noise in Screen Space, Part 2 - Retargeting Pass

  • the article presents how to distribute Monte Carlo errors as blue noise in screen space
  • storing precomputed permutation with runtime retargeted seeds
  • includes a compute shader implementation of the retargeting pass


Graphics Pipelines for Young Bloods

  • the post presents an overview of different rendering pipeline architectures (Forward, deferred, visibility, …)
  • discussing the different trade-offs of the techniques
  • additionally clarifies the choosing the proper techniques depends on many factors and need to be analyzed for each game/team


Hash Functions for GPU Rendering

  • suggests using a PCG hash function as default for GPU based hash/random functionality
  • brief introduction to the techniques
  • additionally provides a link to a paper that goes into more detail about various techniques


[video] Basics of Partial Derivative Shader Funcs in Unity! DDX, DDY, FWidth

  • the video explains how partial derivatives are calculated in pixel shaders
  • theses partial derivates are used for UV level selection
  • additionally presents for what kind of effects these functions can be used


Inherited Viewport Scissor Sample

  • the article presents an overview of Vulkan secondary command buffers
  • clarifying what restrictions exist
  • shows how the extension relaxes the restrictions and allows secondary command buffers to inherit the viewport state


[video] Beautiful Glitter Simulation…Faster Than Real Time

  • Two Minute Paper presenting an overview of Procedural Physically-based BRDF for Real-Time Rendering of Glints (covered in the week 150)
  • shows the different demo applications and how it compares against non-realtime techniques


Studying Gamut Clipping

  • the author presents his learning about Gamut Clipping
  • based on the Oklab color space
  • additionally provides an interactive shader toy to allow experimentation with the technique


Fast Divergence-Free Noise Generation in Shaders

  • the post presents a divergence-free noise generation technique (such as curl noise)
  • the presented technique needs only 2 gradients (curl noise needs 3)
  • shows how to optimize the technique and compares it to other noise types


Tips: Acceleration Structure Compaction

  • the article shows how to compact DXR acceleration structures
  • the process is run on the GPU over a few frames
  • presents how the process works, what synchronization and lifetime factors need to be considered


Thanks to Joakim Dahl for support of this series.


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