Article

Sample Distribution Shadow Maps

This demo showcases an extension to Z-partitioning (cascaded shadow maps) called Sample Distribution Shadow Maps (SDSMs). SDSMs optimize the placement and size of a fixed number of Z-partitions by analyzing the shadow sample distribution required by the current frame. They build on the advantages of current state of the art techniques, including predictable performance and constant memory usage,...
Criado por Última atualização em 13/11/2019 - 21:19
Article

Adaptive Volumetric Shadow Maps

We introduce adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to...
Criado por Última atualização em 13/11/2019 - 21:19
Article

Deferred Rendering for Current and Future Rendering Pipelines

This sample demonstrates a number of deferred rendering techniques including conventional deferred shading, deferred lighting and tile-based deferred shading. Tile-based deferred shading is implemented in DirectX 11 Compute Shader and achieves high performance even with many lights by amortizing the light culling overhead over screen tiles as well as grouping lights to avoid wasting memory...
Criado por Última atualização em 13/11/2019 - 21:19
Article

Adaptive Transparency

We introduce a new technique for real-time order independent transparency called Adaptive Transparency (AT) that closely approximates the ground-truth results obtained from A-buffer compositing but is 5x to 40x faster. The key contribution of Adaptive Transparency is the introduction of an adaptively compressed visibility representation that can be efficiently constructed and queried during...
Criado por Kohei, Komono Última atualização em 13/11/2019 - 21:19
Article

Рендеринг с динамическим разрешением

Выбор разрешения экрана - один из ключевых аспектов практически любого графического приложения. В данной работе и сопутствующем ей исходном коде показывается, что данный выбор больше не стоит так остро.
Criado por Última atualização em 11/12/2018 - 12:54
Article

Spark: Modular, Composable Shaders for Graphics Hardware

We present a shading language, Spark, and its implementation for modern graphics hardware that improves support for separation of concerns into modules. A Spark shader class can encapsulate code that maps to more than one pipeline stage, and can be extended and composed using object-oriented inheritance. In our tests, shaders written in Spark achieve performance within 2% of HLSL.
Criado por Última atualização em 13/11/2019 - 21:19
Article

Sparse Procedural Volumetric Rendering

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Criado por Última atualização em 13/11/2019 - 21:19
Article

API without Secrets: Introduction to Vulkan* Part 3: First Triangle

This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and also viewport, rasterization, multisampling, and color blending information are necessary. Last part...
Criado por Pawel L. (Intel) Última atualização em 25/11/2019 - 13:50
Article

Using Vulkan* Graphics API to Render a Cloud of Animated Particles in Stardust Application

The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles. To highlight Vulkan’s low CPU overhead and multithreading capabilities, particles are rendered using 200,000 draw calls. The demo is not using instancing; each draw call uses different region of a vertex buffer so that each draw could be a unique piece of geometry.
Criado por Última atualização em 25/11/2019 - 13:50
Article

Advanced Rendering Techniques and Code Samples GPU Pro 7

MSAA provides a neat way to reduce pixel shading without sacrificing image quality. Recently, researchers at Intel came up a with a technique called Coarse Pixel Shading that works like MSAA, Andrew Lauritzen at Intel, had come up with a clever way a few years ago to enable MSAA and deferred shading. We extended his ideas to enable Coarse Pixel Shading in the deferred rendering set-up. With our...
Criado por Última atualização em 13/11/2019 - 21:19