Graphics Programming weekly - Issue 348 - July 14th, 2024


Behind the scenes: the Vulkan SC Ecosystem

  • the blog post provides insights into the Vulkan variant for safety-critical applications
  • shows the differences between stock Vulkan
  • presents a detailed look at the architecture and how the variant is maintained


LucidRaster: GPU Software Rasterizer for Exact Order-Independent Transparency

  • the paper discusses the implementation of a compute-shader-based rasterizer specialized for order-independent transparency
  • explains the implementation and choices made
  • presents performance comparison against other solutions
  • additional explains the limitations of the current implementation


Introducing the AMD FidelityFX™ Breadcrumbs library

  • the blog post introduces the new AMD library that aims to improve GPU hang debugging
  • allows developers to insert information into the command buffer
  • in case of crashes, it allows to figure out which part of the frame has finished execution and what is still outstanding
  • supports both Vulkan and D3D12


Introducing AMD FidelityFX™ Brixelizer

  • the blog post presents an overview of using Brixelizer for Ambient Occlusion and soft shadows
  • shows performance number and discusses what aspects influence performance
  • concludes with a summary of best-practices to consider when eveluating Brixelizer


Introducing Arm Accuracy Super Resolution

  • the blog post introduces Arm Accuracy Super Resolution
  • this upscaler is based upon AMD FSR 2.0 and optimized mobile GPUs
  • shows performance numbers as well as quality comparison against other solutions


[video] Upscaling Face-Off: FSR 3.1 vs DLSS 3.7/ XeSS 1.3 - Has AMD Improved?

  • the video provides a comparison to present the improvements done with FSR 3.1
  • presents a comparison against other upscaling solutions


[video] Combining Signed Distance Fields - Procedural Shapes and Patterns - Episode 3

  • the video tutorial presents how to combine multiple SDFs in shaders
  • this information is used to implement a lava lamp effect
  • implementation is shown using Unreal and Unity visual shading languages


[video] Image Memory Barriers // Vulkan For Beginners #11

  • the video provides an overview of the concept of image barriers
  • explains what kind of hardware-defined memory layout changes might be associated with image layouts
  • presents how to implement the barriers in Vulkan required to solve the Vulkan validator messages for the swap chain presentation


[video] 3D Toon Rendering in 'Hi-Fi RUSH'

  • the GDC presentation explains how the toon rendering effect was achieved
  • the game uses a customized UE4 version, and the talk shows which stages need to be modified
  • covers the lighting, cross-hatching, and halftone patterns, as well as how the outlines are applied


Open Sourcing DXIL Validator Hash

  • the blog post announces the intent to open source DXIL shader validation as well as to support a mode to skip hash validation
  • explains what hash validation is, what the current state is, and what issues arise because of it


State of Text Rendering 2024

  • The survey paper presents a very detailed look at the state of font rendering
  • discusses a high-level overview of font rendering systems, implementation, and limitations
  • lists a long list of available solutions with brief summaries, as well as what solutions well-known software projects use
  • showing performance tests of different solutions


Graphics Programming Conference

  • a new graphics programming-focused conference in Breda, Netherlands
  • The call for speakers is still open till July 31st


Thanks to Leonardo Etcheverry for support of this series.


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