Graphics Programming weekly - Issue 266 - December 18th, 2022


Introducing AMD Render Pipeline Shaders SDK

  • This article provides an overview of the Render Pipeline SDK design and implementation
  • it shows how the SDK can reduce the complexity of render graph implementations
  • presents that it’s able to manage resource barriers and transient memory
  • additionally presents a demonstration of the performance effects that could be observed from real game workloads
  • video version is available


Introduction of the Raytracing Technology Part 1

  • the article provides an overview and history of raytracing
  • it covers different styles of raytracing, common elements
  • additionally provides a brief on how different phenomena can be simulated


[video] Heightmaps // Terrain Rendering episode 1

  • the video is the start of a new video series to render a height map using OpenGL
  • shows how to load and render a terrain from a textural heightmap


[video] World Normal Mix Shader in Godot

  • the video tutorial shows how to implement a shader in Godot that mixes two textures into a single material based on the normal directions of the mesh
  • explains all the necessary vector space transformations, how to unpack normals as well as combine normals


[video] CUDA 12 New Features and Beyond

  • the video discusses new features in Cuda 12 and a look at future developemnts
  • covering Dynamic Parallelism (GPU side task launching), lazy loading to reduce load time and memory usage
  • additionally covers updates to the CUDA compiler, math library updates as well as compability updates


GM Shaders Mini: Fluids

  • the article presents a technique to improve the look of a particle based fluid system
  • uses Metaballs to more smoothly blend the particles together as well as simple Refraction model
  • implementation is provided in GLSL for Game Maker


Bringing Nvidia® and AMD support to oneAPI

  • the article explains how the oneAPI API can be used to target intel, nvidia and AMD GPUs
  • presents a high level explanation of the technical implementation and goals for the future


Thanks to Jon Greenberg for support of this series.


Would you like to see your name here too? Become a Patreon of this series.