Graphics Programming Weekly - Database database with articles that were previously covered in Graphics Programming Weekly

central location that aims to make it easier to discover/rediscover graphics programming information

Google and Binomial Partner to Open-Source Basis Universal Texture Format open source release of the Basis Universal texture codec

similar compression as .jpeg but allows textures to stay compressed on the GPU

transcode from a common format into compressed GPU formats at runtime

Technically Art: Issue 19 (24.05.2019) collection of VFX tweets of the week

tutorials, demos, and showcases of great looking effects

GPU Lightmapper: A Technical Deep Dive presents the GPU based light mapper implemented in Unity, based on Radeon Rays

how to design for GPU occupancy and efficient cache usage

frostbite hair rendering and simulation - part 1 overview videos of the hair rendering in Frostbite

later parts will contain details about the implementation

Approximating Global Illumination with Real-Time Ambient Occlusion master thesis trying to answer if raytraced real-time ambient occlusion is a viable option for games

providing path tracing theory, an overview of implementation (Vulkan)

presents the theory behind ambient occlusion

comparison for performance and quality with existing real-time techniques

Understanding the Need for Adaptive Temporal Antialiasing (ATAA) proposed antialiasing technique combines rasterization with ray tracing

uses ray tracing to collect extra samples when information from previous frames is not available

run FXAA on the fast moving parts on the edges of the screen to reduce cost

Boost rendering performance with Variable Rate Shading | Game Developers Conference 2019 Microsoft GDC 2019 presentation about variable rate shading (VRS)

presents the history of techniques and what problems VRS is designed to solve

how VRS works

introduction into the API

how it performs on Intel hardware

results by Firaxis in Civilization

unreal fest europe 2019 presentation video recordings have been released

a large variety of topics are covered

VFX, modern rendering features for 2D games, layer materials, raytracing, color management, Vulkan and many more

direct delta mush skinning and variants a new skinning algorithm that removes the need for iterative calculations from delta mush skinnings

the algorithm aims to reduce the manual skinning requirements

quality comparison against existing skinning techniques

Multi-GPU Rendering with Vulkan API a master thesis that demonstrates how to use multiple GPUs with Vulkan

comparison of sharing work by dividing the screen or recomposition of rendering results

Thanks to Jhon Adams for support of this series.

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