Graphics Programming weekly - Issue 77 — March 17, 2019

There will be no newsletter next week. I am at GDC all week. Will be returning as usual on April 1st.


World of Warcraft uses DirectX 12 running on Windows 7

  • the latest update adds support to run the D3D12 game on windows 7
  • user mode d3d12 implementation without win10 kernel level optimizations
  • no public information about the implementation details yet


Source Code for Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs

  • source code for the Ray Tracing Gems has been released


Adventures in Sampling Points on Triangles (Part 1.5): Reader Mail and Followups

  • follow up to the post discussed in issue 75
  • presents a way to speed up the presented technique by 2.34x
  • discussion of the rendering error using the Eric Heitz method discussed above


PIX 1903.12 – High Frequency Counters

  • pix for windows now supports High-Frequency Counters
  • This allows that hardware counters are sampled multiple times per draw/dispatch and allows further insight into GPU activity


Wolfenstein: Ray Tracing On using WebGL1

  • a ray tracing system for Wolfenstein 3D using only WebGL 1
  • a hybrid approach, raytraced shadows, diffuse GI and reflections
  • overview of the implementation for the different elements
  • how to apply temporal stability and noise reduction filters


Learning DirectX 12 – Lesson 4 – Textures

  • explains the concepts of textures, mip-mapping, sampling
  • shows the different filtering, addressing mode available on texture samplers
  • describes how to use DirectXTex to load textures and upload them into GPU memory
  • introduction into compute shaders and how to use them to generate mipmaps


A Low-Distortion Map Between Triangle and Square

  • a new low distortion mapping between squares and triangles that is also cheap to compute
  • can be used for random sampling of points with a uniform density


i3D 2019 - Program

  • program for the I3D conference in Montreal has been published

Making your BVH faster

  • presents 3 optimizations that can be applied to BVH to increase performance
    • usage of inverse ray direction, ray traversal early-out and surface area heuristic for construction of the BVH
  • the comments contain a few more tips for increased performance

Thanks to Matt Pharr for support of this series.


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