Graphics Programming weekly - Issue 352 - August 11th, 2024


Variable Rate Shading with Visibility Buffer Rendering

  • the presentations provide a detailed overview of the challenges when implementing Visibility Buffer RenderinVisibility Buffer Rendering
  • discusses why classical rasterization techniques could be limiting on high triangle density and how
  • presents the different challenges that need to be solved when implementing the technique
  • for the challenges, present different possible solutions, discuss tradeoffs, and present performance numbers


Ray Tracing Harmonic Functions

  • the paper presents a technique that allows Harmonic Functions to be sphere-traced directly
  • discusses use cases where the Harmonic Functions can be applied, such as grid shells, surface reconstructions
  • A real-time shader toy demo is provided


Synthesizing Realistic Clouds for Video Games

  • the talk presents an overview of the Decima (Horizon Zero Dawn) cloud rendering system
  • covers the different phenomenons that need to be combined to create realistic clouds
  • discusses how to implement and combine the different aspects into a sading and modeling solution


Vulkan SC 1.0.15 Released: SPIR-V Validation and New NVIDIA Drivers for Desktop Systems Available

  • the blog posts documents which extensions have been ratified and included as part of Vulkan Safety Critical
  • clarifies how to provide SPIR-V for use with the validation layer
  • additionally, it presents an update on the Driver support


Jobs

Graphics Rendering Engineer

Relocate, Remote, Kuala Lumpur

General Arcade, a porting and co-development studio that has worked with a wide range of clients, from indies to AAA developers and publishers, including Larian, From Software, Capcom, Devolver Digital, TinyBuild, and others, is seeking a Software Engineer with a rendering emphasis.

This is a great opportunity to work with a passionate engineering team on cutting-edge industry technologies.


Improving GPU Performance by Reducing Instruction Cache Misses

  • the paper presents how to detect if a GPU workload is limited by instruction cache misses
  • discusses techniques that can be applied to reduce instruction cache misses
  • shows how to see the effect of the changes using the NVIDIA Nsight Compute tool


Querying the PIX Timing Capture file format

  • the blog post reveals that pix timing captures are internally using SQLite as a storage format
  • provides SQLite code to allow access to the data in the container
  • the provided example code shows different use cases, including comments to describe the functionality of each demo sample in detail


Highlights from HPG Conference 2024: Four exciting new research papers

  • the blog post introduces AMD papers released at HPG (High-Performance Graphics) 2024
  • covers Real-Time Procedural Generation with GPU Work Graphs, H-PLOC – Super-Fast BVH Construction, HIPRT – A Ray Tracing Framework in HIP as well as DGF – Geometry Compression for Micropolygon Meshes
  • each comes with a short video to summarize the main paper developments and takeaways


[video] Game Engine Programming 071.1 - Introduction to Physically Based Rendering

  • the video presents a brief summary of Physically Based Rendering methods
  • discusses the model as presented by Google Filament
  • closes with a comparison against Phon shading results


[video] Pass me that render, please // Vulkan For Beginners #12

  • the video tutorial explains the Vulkan render pass concept
  • shows how to use a render pass to clear the framebuffer to a constant color


Thanks to Jon Greenberg for support of this series.


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