Graphics Programming weekly - Issue 206 - October 24, 2021


Scalable global illumination for O3DE

  • the presentation presents an overview of different Global illumination techniques
  • discussing strengths and weaknesses
  • presents the solution implemented in O3D and looks at problems and future developments


In­ter­ac­tive Ex­plo­ration of Ho­mo­ge­neous Co­or­di­nates and Ra­tio­nal Splines

  • the article provides an explanation of Ho­mo­ge­neous Co­or­di­nates
  • showing a visual explanation of the mapping into Cartesian coordinates
  • presents how these concepts can be used for spline interpolation


Vulkanised 2021 - Fall

  • the slides and video recordings from the Vulkanised 2021 conference have been released
  • covering Synchronization, layer building, portability, shader pipelines, and texture compression


[video] HLSL shaders compilation pipeline in BG3

  • discussing how the mapping from D3D to Vulkan binding semantics was implemented using SPIR-V patching
  • reflection and code generation is used to implement constant and resource binding in C++ code


Interactive Volumetric Fog With Fluid Dynamics and Arbitrary Boundaries

  • the article presents a method to generate and simulate real-time interactive fog
  • based on fluid simulations
  • presents how to generate a boundary mask from arbitrary meshes using Unity


Swapchains and frame pacing

  • the article presents an in-depth overview of the pipeline required to display a image on screen
  • shows how a frame traverses the pipeline to be presented onto the screen
  • explains how different methods affect latency and fluency of animations
  • compares different methods and presents a look at more modern approaches


Advanced API Performance: Barriers

  • collection of best practices for NVidia hardware regarding buffer management


Advanced API Performance: Async Copy

  • the article discusses considerations when to use async copy queue, async compute, or serial copy engines on NVidia hardware


Advanced API Performance: Async Compute and Overlap

  • the article presents a collection of Nvidia advice for getting good performance from async compute workloads
  • shows examples of two workloads that can be combined efficiently


Thanks to Keith O’Conor for support of this series.


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