Graphics Programming weekly - Issue 9 — September 24, 2017


Real-time Global Illumination by Precomputed Local Reconstruction from Sparse Radiance Probes [wayback-archive]

  • realtime global illumination technique
  • using local precomputed data so that no long-range interactions is required between probes and receivers
  • receiver depends only on a constant number of nearby probes

Simple Parallel Rendering [wayback-archive]

  • high level overview of how to structure object traversal for parrallel rendering

Simple printf functionality for GLSL [wayback-archive]

  • easy to use implementation of printf style debugging in GLSL

Vulkan Shader Sample [wayback-archive]

  • tutorial about getting vulkan shaders working and implementation of raytracing shadertoy in vulkan

PIX 1709.18.004 [wayback-archive]

  • Dr. PIX “Bandwidth” page is now enabled on AMD and Intel
  • Access tracking for bindless resources
    • PIX knows what data was read or written via dynamic indexing now
  • more performance warnings

Deep Scattering: Rendering Atmospheric Clouds with Radiance-Predicting Neural Networks [wayback-archive]

  • use Neural Networks to render clouds in 9 minutes instead of 36 hours

sample visible points of the cloud and, extract a hierarchical 3D descriptor of the cloud geometry with respect to the shading location and the light source. The descriptor is input to a deep neural network that predicts the radiance function for each shading configuration


SEGI - A fully-dynamic voxel-based global illumination system for Unity

  • now open source

ShaderGen - GitHub

  • proof-of-concept library which generates shader code from C#
  • can generate HLSL, GLSL

radeonsi: out-of-order rasterization on VI+ [wayback-archive]

  • explanation of out-of-order rasterization
  • examples of cases where it can be used to gain a performance win

Normals Compression [wayback-archive]

  • Shadertoy that shows multiple ways to encode surface normals

GPUVis

  • Linux GPU profiler similar to GPUView on Windows
  • system level profiler that shows hardware execution
  • can integrate custom markers and plots
  • code: https://github.com/mikesart/gpuvis

godot 3 renderer design explained [wayback-archive]

  • aim is to have a really simple 3D renderer that is powerfull to common user needs
  • rendering is seperated from the rest, running in seperate thread
  • using a high level abstraction model
  • to allow the backends to customize how techniques are implemented
  • using a custom shader language
  • short description of all passes

CRYENGINE 5.4.0 [wayback-archive]

  • terrain system upgrades
  • vulkan support
  • subtance integration
  • and much more