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Graphics Programming weekly – Issue 142 — July 26, 2020 Posts on Jendrik Illner – 3D Programmer

  • the article presents an overview of Vulkan barriers and shows how different barriers influence a PowerVR chip’s ability to overlap work

  • the second part of the series presents how to overlap work from two consecutive frames by submitting each frame to its own queue

  • the blog post presents how to use the Intel Embree library to generate a BVH tree for use with a GPU raytracer
  • offers performance and memory comparisons for the different quality modes available

  • the article present how the food in ‘Ratatouille’ was shaded based on the skin model
  • using a subsurface scattering approximation on a voxel grid
  • artists were given much control over the final more stylized appearance

  • the Unity tutorial explains how to add an outline to a 2D sprite
  • implemented using 8 extra texture samples around the shading point
  • additional presents a way to make the outline size independent of the sprite size

  • collection of tweets related to VFX, shaders, and game art

  • the Unity tutorial explains how to create basic compute shaders
  • shows how to use a compute shade to generate random positions in a sphere and use these position from the CPU to render meshes

  • This Unity tutorial shows how to pass data from the Shuriken Particle System to the particle shader

  • the article provides a high-level explanation of the Vulkan API concepts required to render a single triangle on the screen
  • contains well-documented example implementations to clarify some ideas through code examples

  • the blog posts list a few possible drawbacks that need to be considered if a mix of dedicated GPU and integrated GPU is supposed to be used in a single application

  • a small shader example that shows that texture channels can be reserved to allow objects to change color dynamically at runtime

Thanks to Erika for support of this series.

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