Graphics Programming weekly - Issue 318 - December 17th, 2023


A gentler introduction to ReSTIR

  • the blog post aims to introduce and explain the ReSTIR technique with a focus on implementation and intuition instead of the underlying theory
  • shows how to start with a first implementation and expand it to implement shadows
  • additionally shows how to take advantage of temporal and spatial data to reduce noise


Knockout City Frame Breakdown

  • the article presents a breakdown of the primary render passes of the Knockout City frame
  • provides a high-level overview of the rendering techniques used, what existing techniques they are based on, and how they modified the techniques to fit the requirements of the game


Advanced API Performance: Swap Chains

  • the blog post collects advice on how to achieve the most stable presentation results when using DXGI
  • presents what flags to set, how to size the queues, and how to make sure the results stay consistent after window/resolution resizes


AMD FSR3

  • the blog post presents an overview of the FSR3 SDK improvements
  • shows the debug display modes to help during implementation
  • additionally shows how it’s possible to run workloads on one queue to make initial implementation easier


How to programmatically check graphics driver version

  • the article discusses several ways to query the driver version and how to interpret the results
  • presents how to query the information with AMD, and Nvidia-specific API
  • and the API standard way exposed by D3D12 and Vulkan


Avatar: Frontiers of Pandora - the big developer tech interview

  • the interview between DigitialFoundry and some of the developers of the developers from Massive provides insights into the implementation of the game
  • discussing raytracing, GI, GPU rendering pipeline, and many more topics
  • also provides into the CPU side structure as well as PSO management


Introduction to micro-meshes for mesh compression

  • the article presents how to use Simplygon to generate micro-meshes (base structure + displacement information)
  • shows examples of what kind of results can be expected from different settings and how it affects memory usage and quality
  • presents how the way a model has been created can affect the base resolution vs. tesselation amount to achieve high-quality results


Simulating Fluids, Fire, and Smoke in Real-Time

  • the blog provides an introduction to fluid dynamics and rendering
  • the implementation is explained with the growing sophistication of the simulation
  • an interactive WebGL demo of each stage is provided
  • closes with how to apply temperature to color space conversion to enable a first completed fire simulation


[video] Using Textures In The Vertex Shader - Advanced Materials - Episode 34

  • the video tutorial explains how to sample textures from a vertex shader
  • explaining the quality difference and how the mesh vertex distribution and the texture content can significantly affect the quality of the result
  • additionally presents the different strategies that are available for the selection of varying texture MIP levels


Thanks to Jasper Bekkers for support of this series.


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