//note: we are writing 1bit boolean+8b fallback into a 16b float rendertarget (we can use 1 sign bit 10b mantissa... exponent is complexicated)
// f32: 1S 8E 23M -> f16: 1S 5E 10M
// f32: SEEEEEEEEMMMMMMMMMMMMMMMMMMMMMMM
// f16: SEEEEEMMMMMMMMM
// conversion: sign remains, exponent is converted, mantissa is truncated
// (so we need to shift 13b to get into the valid 10b for float16 (assuming truncation))
// f32: SxxxxxxxxMMMMMMMMMMxxxxxxxxxxxxx (valid f32 values to pack into)
// f32: SxxxxxxxxMMMMMMMMMMxxxxxxxxxxxxx (packed f16 values read into f32)
//
- 2022 "How Parameters Drive the Particle Effects of 'Forza Horizon 5'": https://www.youtube.com/watch?v=8Pk-yAp7J_8
- 2021 "Blowing from the West: Simulating Wind in 'Ghost of Tsushima'" https://www.youtube.com/watch?v=d61_o4CGQd8
- 2018 "Beyond Emitters: Shader and Surface Driven GPU Particle FX Techniques" https://www.youtube.com/watch?v=yG4ChOPyC-4
- "Instancing and OIT in total war: Three kingdoms" https://www.intel.com/content/dam/develop/external/us/en/documents/instancing-and-oit-in-total-war-three-kingdoms.pdf (video: https://www.gdcvault.com/play/1026177/Instancing-and-Order-Independent-Transparency )
- 2018 "Frostbite GPU Emitter Graph System": https://www.ea.com/frostbite/news/frostbite-gpu-emitter-graph-system
- 2016 "Modern GPU particle systems in Alienation" https://www.youtube.com/watch?v=ARzl0d5a3UQ
- 2014 "compute-based gpu particle systems", amd https://www.gdcvault.com/play/1020002/Advanced-Visual-Effects-with-DirectX
- 2014 "The InFAMOUS: Second Son Particle System Architecture" h
GDC Vault:
GDC Vault, free videos ( https://www.gdcvault.com/browse/gdc-23/?categories=Pg&media=v )
- https://www.gdcvault.com/play/1029339/The-Character-Rendering-Art-of
- https://www.gdcvault.com/play/1029277/Picking-a-Good-Spot-Naughty
- https://www.gdcvault.com/play/1028910/Achieving-Real-Time-Ray-Tracing
- https://www.gdcvault.com/play/1028960/Art-Optimization-in-the-41st
- https://www.gdcvault.com/play/1029298/Rendering-God-of-War-Ragnark
- https://www.gdcvault.com/play/1028914/Advanced-Graphics-Summit-Marvel-s
Presentations from GDC 2022
https://gpuopen.com/events/gdc-2022/
- FidelityFX, Super Resolution 2.0
- A guided tour of Blackreef: rendering technologies in Deathloop
- Performant Reflective Beauty, Hybrid Raytracing with Far Cry 6
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:
- Making sure samples from the low-resolution buffer, do not spill on top of foreground objects in the high-resolution buffer
- Making sure the samples in the volumetric fog can be properly accumulated by TAA after upsampling
gathering of links 2019
Real Shading in Unreal Engine
"A Multiple-Scattering Microfacet Model for Real-Time Image-based Lighting"
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 | |
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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):
Adding extra probes around walls (detroit become human)
Offset along "bent normal"
Approximate probe-visibility with cubemap (causes "shadowmap"-like artefacts), DDGI, McGuire