Rethinking Texture Mapping course notes
this course we will discuss various radically different ways to rethink texture mapping that have been proposed over decades, each offering different advantages and trade-offs
Ubershaders: A Ridiculous Solution to an Impossible Problem - dolphin-emu.org
Dolphin will use the already compiled Ubershaders to immediately render the effect without stuttering while still compiling the specialized shader in the background
Optimal grid rendering is not optimal - zeuxcg.org
interesting exercise of measuring the actual behavior of given index sequences on real hardware, and trying to model several possible approaches hardware could take to understand the behavior better
A Tour of sokol_gfx.h - floooh.github.io
takes ideas from Metal and D3D11, plus a few ideas from D3D12/Vulkan, and wraps them into a simple C API
Production Volume Rendering SIGGRAPH 2017 Course
This course picks up where the last ones left off, explaining not only the basic theory underpinning these recent advances, but also presenting a detailed and concrete look at their implementations.
Mesh color textures convert the mesh color data to a format that can be efficiently used by the texture filtering hardware on current GPUs. Utilizing a novel 4D texture coordinate formulation, mesh color textures can provide correct filtering for all mipmap levels and eliminate artifacts due to seams.
- Allows a SPIR-V usage instead of GLSL
- KHR_parallel_shader_compile extension is about allowing multiple shader compile threads
- and many more things
This subgroup is tasked with developing specifications, open-source library code and tools, together with conformance tests to define and support the set of Vulkan capabilities that can be made universally available across all major platforms, including those not currently served by Vulkan
Practical Multilayered Materials in Call of Duty: Infinite Warfare
will present a practical implementation of the multilayered PBR material rendering system developed at Infinity Ward
Improved Culling for Tiled and Clustered Rendering in Call of Duty: Infinite Warfare
- clustering data structures
- scalarization
- clusterng algorithmn
- rasterization based culling
Revisiting Physically Based Shading at Imageworks
- approximates the multiple-scattering effects missing from the microfacet lobe
- Thin Surface BSDF
- Subsurface Scattering
- Coatings
Nubis: Authoring Real-Time Volumetric Cloudscapes with the Decima Engine
- classification of clouds
- improvements upon last years system, artistically authoring volumetric cloudscapes in less then 2 ms (PS4)
- density based model
- houdini noise generator: http://bit.ly/nubisnoisegen
- want them to appear to be changing without altering the larger structure of the cloudscape
- weather system
- Cloud Lighting Model
- ray march result post processing
- light shafts
Decima Engine: Advances in Lighting and AA
- GGX spherical area light
- Height fog (merging artistic fog with bruneton based atmospheric scattering model)
- AA in 1080p (Temporal FXAA with sample tweaks)
- 2160p checkerboard on PS4 Pro (without any native-res hints, noval packing technique)
glTF 2.0 has given us a fantastic chance to standardize a smooth workflow between 3D modelling software and game engines
Future Directions for Compute-for-Graphics
- points out many problems, and discusses possible ideas
- Next problem to solve is compute
- Want to take real-time graphics further
- Need to render “smarter”
A Certain Slant of Light: Past, Present and Future Challenges of Global Illumination in Games
- overview of the techniques
- challenges
- unsolved problens
Physically-Based Materials: Where Are We?
- Definition of a physically based material
- Current and future real-time material model
- Need to render “smarter”
NVIDIA OpenGL and Vulkan Support for 2017
WebGL Insights - Book is now free
real-world techniques for intermediate and advanced WebGL developers by assembling contributions