PIX 1711.28 – GPU memory usage, TDR debugging, DXIL shader debugging, and child process GPU capture [wayback-archive]
- can track d3d12 heap usage during timing captures
- experimental TDR (Timeout Detection and Recovery) debugging support
- shader debugging for DXIL (new intermediate shader language)
- GPU captures of child processes are supported
- file IO can now handle archive files to identify individual files within
Foliage Optimization in Unity [wayback-archive]
- requires your forest to be built from the ground up with your optimization strategy in mind
all assets share a single 2048x2048 texture
hex grid for grouping
- LOD and culling on the hex groups
- occlusion query against the hex groups to see if visisble (only check against terrain)
super hex grid encompassing multiple smaller hex groups,
- switch to combined model for all meshes when at the lowest LOD
Conformal Texture Mapping [wayback-archive]
- how to characterize the amount of distortion in UV mapping
- conformal maps are texture mapping without distortion
- explanation of Möbius tranformations
- Holomorphic Functions: functions that are complex differentiable
- Invertibility of functions
Compressonator V2.7 - adds cross platform support and 3D Model compression with glTF v2.0 [wayback-archive]
- now supports loading gltf 2.0 models
- D3D12 renderer
- Realtime 3D Model diff views
Fast Lossy Compression of 3D Unit Vector Sets [wayback-archive]
- a new compression scheme for unorganized ray directions
- take advantage of spatially coherent vector groups for better compressibility
Lessons Learned While Building a Vulkan Material System [wayback-archive]
- descriptor sets
- group descriptor by frequency of update
- SPIR-V shader reflection
- constant data requires 16 byte alignment for members
- description of the material system
Real-time Global Illumination by Precomputed Local Reconstruction from Sparse Radiance Probes [wayback-archive]
- aimed at mostly static scenes with fully dynamic lights and cameras
- reconstructing the incident radiance field from a sparse set of local samples
- minimize light leaking through visibility-aware interpolation
- receiver depends only on a small constant number of nearby radiance probes
Telltale’s move to PBS : shifting technologies and practices (part 1) [wayback-archive]
- heavily relied on hand-painted texture maps, including lighting
- new material system can generate maya shader for preview
- some artists had a hard time adopting the PBR model
- use of scripts to auto convert from diffuse texture to the required PBR textures
- use of simplygon to simplify models and materials to fit into memory budget
The Poor Man’s 3D Camera [wayback-archive]
- description of the many iterations the camera design went through until finally settling on the final design
SeamCut: Interactive Mesh Segmentation for Parameterization [wayback-archive]
- interactive approach to UV unwrapping
- using mesh surface properties instead of actual connectivity on the mesh
- to place cuts and seams for good UV distribution
Breakdown : Making the Hair on The Division [wayback-archive]
- combination of meshes, flowmaps and hair planes
Quick Peek: Ambient Occlusion [wayback-archive]
- AO calculations for low poly look using surfel representation of the mesh
Simplicial Complex Augmentation Framework for Bijective Maps [wayback-archive]
- aims to reduce the problem from a global to a local optimization problem
- iterative algorithm until quality reaches the expected threshold
- application shown in UV mapping and mesh deformation
Light Map in “Seal Guardian” [wayback-archive]
- build UV atlas, render positions into texture
- bake cube map per pixel of the light map
- stored as SH luma and average chroma in two RGBA8 textures
- Shadertweak is an iPad app that allows you to rapidly prototype fragment shaders in the Metal shading language.