Exploring scriptable render pipelines in unity 2018.1 [wayback-archive]
- overview of the scriptable render pipeline
- walkthrough of the development of a pipeline for mobile VR, code on github
- lighting, fog, lightmaps, shadows, light/reflection probes, transparency
SymPy case studies, part 2: derivatives [wayback-archive]
- calculation of partial derivatives, function gradients
- able to eliminate common subexpressions
SymPy part 3: moar derivatives! [wayback-archive]
- longer example combining all elements of previous posts of the series to calculate area elements on the unit sphere
Daily Pathtracer Part 7: Initial SIMD [wayback-archive]
Daily Pathtracer 8: SSE HitSpheres [wayback-archive]
Daily Pathtracer 9: A wild ryg appears [wayback-archive]
- new parts about the pathracer, discussing SSE implementation approaches, performance and optimizations
Coarse Pixel Shading with Temporal Supersampling [wayback-archive]
- coarse pixel shading lowers shading rate
- temporally reconstructs shading samples and full visibility information
- pdf preprint
GPU Emitter Graph System in Star Wars Battlefront 2 [wayback-archive]
- workflow overview
- runtime design
- frame organisation
- data management
- particle sorting
- performance
- walkthrough of different use cases (sparks, snow, rain, leaves, … , crowds)
- website allows the compilation of HLSL using the old fxc and the new dxc shader compiler
Fast & beautiful 2D lighting in Unity [wayback-archive]
- breakdown of how the 2D lighting system was implemented
- using 3D objects to cast and receive shadows
- rendering shadows and lighting into a render target, blend the result into the main output
Interactive Editor for the DirectX Shader Compiler [wayback-archive]
- Interactive editor mode allows to show changes introduced by each pass
- changes to disassembly can be made and will be propagated to following changes
For best performance, use DXGI flip model [wayback-archive]
- Spring Creators Update brings new features
- discussion of scenarios when the windows compositor can be bypassed with the flip model to allow best performance
- hardware can scale back buffers when they don’t match the screen resolution
Epic at GDC 2018 [wayback-archive]
- list of all Epic content presented at GDC 2018