2020
- https://miketuritzin.com/post/hierarchical-depth-buffers/
- https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/
- https://asawicki.info/news_1735_a_better_way_to_scalarize_a_shader
2019
2018
| https://kosmonautblog.wordpress.com/2017/05/01/signed-distance-field-rendering-journey-pt-1/ | |
| https://kosmonautblog.wordpress.com/2017/05/09/signed-distance-field-rendering-journey-pt-2/ | |
| http://advances.realtimerendering.com/s2015/DynamicOcclusionWithSignedDistanceFields.pdf | |
| https://www.froyok.fr/blog/2018-11-realtime-distance-field-textures-in-unreal-engine-4 | |
| code-ref | |
| https://github.com/GPUOpen-Effects/TressFX/blob/master/amd_tressfx/src/Shaders/TressFXSDFCollision.hlsl |
Adding extra probes around walls (detroit become human)
Offset along "bent normal"
Approximate probe-visibility with cubemap (causes "shadowmap"-like artefacts), DDGI, McGuire
just gathering the comments from https://www.shadertoy.com/view/WttXWX in a place I can actually find, which also has more markdown :)
OK, results are in: as 32 bit RNGs, the 3-round Wellons function here is marked as weak in just 2 tests, with no failures. The 2-round Wellons function has 4 weaks and 1 failure, the murmurhash derivative only slightly worse with 5 weaks and 1 failure. Jenkins and Wang have many failures (Wang fails almost everything) so aren't really in the running.
http://webhome.phy.duke.edu/~rgb/General/dieharder.php http://simul.iro.umontreal.ca/testu01/guideshorttestu01.pdf p 88-157 https://github.com/umontreal-simul/latticetester
Individual tests (just the negative results from the 50 or so tests):
| doom3 (bfg) https://github.com/id-Software/DOOM-3-BFG | |
| lumberyard https://github.com/aws/lumberyard | |
| filament https://github.com/google/filament | |
| nvidia falcor https://github.com/nvidiagameworks/falcor | |
| godot https://github.com/godotengine/godot | |
| uchronia blender game engine https://github.com/UPBGE/upbge | |
| - |
gathering of links 2019
Real Shading in Unreal Engine
"A Multiple-Scattering Microfacet Model for Real-Time Image-based Lighting"
From time to time I receive questions on the depth aware upsampling mentioned in the INSIDE-rendering presentation: https://loopit.dk/rendering_inside.pdf#page=39
The goal of this technique is to take the texture-output from a half-resolution pass, containing the results of sampling volumetric fog - and scale it up to full resolution. This presents two challenges:
Presentations from GDC 2022
https://gpuopen.com/events/gdc-2022/
GDC Vault:
GDC Vault, free videos ( https://www.gdcvault.com/browse/gdc-23/?categories=Pg&media=v )