Graphics Programming weekly - Issue 219 - January 23, 2022


Shader tips and tricks

  • the article contains a collection of 53 tips & tricks to consider when writing shaders
  • contains performance advice, common pitfalls, as well as optimization advice


Removing Banding in Linelight

  • the article discusses how noise can help to reduce banding in light gradients
  • presents the effects of noise on the visual perceptions
  • shows how to implement the required noise operations in a Unity shader


[video] The Unreasonable Effectiveness of JPEG: A Signal Processing Approach

  • the video provides a great introduction to image compression topics
  • covering Discrete Cosine Transform (DCT), YCbCr Color space as well as Run-length/Huffman Encoding
  • explained in the context of jpeg but applicable to other data compression problems


Jobs

Core 3D Software Engineer

Darmstadt (GER), alternatively remote

You are helping our core team to develop cutting-edge 3D data optimization technology, being used in production pipelines to process millions of 3D data sets each year, fully-automatically. You are performing research on 3D mesh processing, texture baking, UV mapping, optimization algorithms and ML-based algorithms for 3D data optimization and QA.


Behind the Pretty Frames: God of War

  • the WIP article presents a walkthrough of a frame of God of War (PC version)
  • explaining wind and GPU particle simulation
  • shows how snow deformation has been achieved in more detail
  • additionally presents a view at how UI rendering is mainly implemented with grey-scaled source textures


Visualizing VGPR Pressure with Radeon™ GPU Analyzer 2.6

  • the article presents the new VGPR Pressure Visualization view
  • the tool can show how many VGPRs are used on each line and how usage needs to be reduced to see a benefit


The Perlin Problem: Moving Past Square Noise

  • the article presents the shortcomings of Perlin noise and what causes these
  • shows how to implement simplex noise that can archive better results
  • additionally discusses how to improve the information that is shared with the community at large to improve teaching and information sharing


[video] Tech Focus: Nvidia DLDSR - What Does AI Downsampling Actually Do?

  • the video presents super sampling techniques
  • showing the issues introduced if super-sampling is done with a scaling factor that is not evenly dividable to the downsample target
  • presents how the NVidia DLDSR improves upon image quality
  • shows the comparison of different settings against native 4x downsampling as well native 1080p images


[video] Talk - Practical Pigment Mixing for Digital Painting

  • the paper presents the novel mixbox model for natural color mixing that matches the painting of oil colors
  • explains how color mixing in digital software behaves
  • presents why previous models were impractical to be implemented and how it was improved


Radeon™ GPU Profiler 1.12 released

  • the article presents the new debug views that can visualize the wavefront execution patterns
  • able to show execution latencies for each instruction
  • show how many cycles of latency could be hidden by SALU and VALU work


Viewing DirectX® 12 Named Resources with Radeon™ Memory Visualizer 1.3

  • the article presents how to show resource name usage in the AMD memory visualization
  • additionally contains a Troubleshooting section as Event Tracing for Windows (ETW) is required to collect the necessary information


Thanks to Robert Wallis for support of this series.


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