Tightening Up the Graphics: Tools and Techniques for Debugging and Optimization
- aimed at beginners in graphics programming
- overview of common problems and causes
- renderdoc explanation
- feature and interface overview
- how to use it to detect problems
- GPU perf studio and how to profile your application
- common GPU performance problems
Rendering and shading in ADAM: Episode 3 [wayback-archive]
- frame breakdown
- deferred shading pipeline
- extra g-buffer channels used to store subsurface scattering profiles
- spot lights used to light the main characters
- for subsurface scattering diffuse and specular are applied separately
- diffuse component gets blurred to approximate scattering outside of a single pixel
- recombined with specular afterwards
- running two g-buffer passes
- once for the main scene and once for the visor (rendered as opaque)
- visor is recomposited using the visor alpha
- proposal of a new unit of time ( 1 flick = 1⁄705600000 second )
- can represent most common frame duration in integer quantitates
Explicit Multi-GPU Programming [wayback-archive]
- aimed not just at games but also other industries
- creating and updating of resources take a bitmask to specify on which device to operate on
- when binding a render pass or binding a queue the target device mask is specified
- new sync primitive to specify what fences to wait on and what fences to signal
- signal uses the device mask
Using Arrays of Textures in Vulkan Shaders [wayback-archive]
- use a single descriptor set to store all textures
- push constant to index into the array
- how to create, fill and use the descriptor set
- deal with GlslangValidator warnings
A Simple, and Trivially Parallelizable Triangle Rasterization Approach [wayback-archive]
- description of how the cross product can be used to detect if a point is inside a triangle
Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells [wayback-archive]
- simple 3D model used
- rendered into a small texture without anti aliasing to create the 2D sprite + normal map
Google and Qualcomm: Pixel-Perfect? [wayback-archive]
- look at driver quality between Google Pixel 2 and Samsung Galaxy S8
GPU Zen 2 - Call for Authors [wayback-archive]
- next edition of the book is looking for proposals, due March 30th
The Forge - Cross-Platform Rendering Framework
- open source
- supports PC D2D12, vulkan, iOS, Android, PS4, Xbox One