GraphicsProgramming

An Introduction To BCn Texture Compression, Part 1: BC4 | Devfault v2 (acefanatic02.github.io)

Texture block compression is a critical component of real-time rendering. Reducing the size of textures saves download time, disk space, memory, and GPU bandwidth. With a few exceptions (pixel art, some UI elements), it’s a reasonable expectation that all textures should be compressed to maximize these benefits. It’s...

Hierarchical Depth Buffers (miketuritzin.com)

Overview A hierarchical depth buffer is a multi-level depth (Z) buffer used as an acceleration structure for depth queries. As with normal texture mip chains, the dimensions of each level are generally successive power-of-2 fractions of the full-resolution buffer’s dimensions. In this article I present two techniques for...

Making an AMDGPU debugger part I - The Plan (martty.github.io)

Intro GPUs are complex beasts - and certainly more mysterious in some ways than CPUs which come with ample amounts of documentation and manuals. Aspiring graphics programmers (too insignificant to have a devrel contact to give insight) are sometimes left to scrounge old GDC presentations on performance tips, with very little...

Shader Printf in HLSL and DX12 (therealmjp.github.io)

Overall Approach Setting Up The Print Buffer The “Magic” Debug Info Buffer Dealing With The String Problem A Cursed Path Packing It All Into A Buffer Reading Back On The CPU Going Beyond Printf CR LF Unless you’re fortunate enough to to be working exclusively in Cuda, debugging GPU shaders is still very much “not...

A Sampling of Shadow Techniques (therealmjp.github.io)

A little over a year ago I was looking to overhaul our shadow rendering at work in order to improve overall quality, as well as simplify the workflow for the lighting artists (tweaking biases all day isn’t fun for anybody). After doing yet another round of research into modern shadow mapping techniques, I decided to do what I...

Render Graphs (logins.github.io)

Why Talking About Render Graphs In 2017 Yuriy O’Donnell, at the time working for Frostbite, presented the Frame Graph at GDC, which is considered the first application of render graph on triple A games. Frame Graph is intended to be a high-level representation of each graphics operation to render a scene. In addition to that,...

  • All
  • Subscribed
  • Moderated
  • Favorites
  • GraphicsProgramming
  • PowerRangers
  • DreamBathrooms
  • thenastyranch
  • magazineikmin
  • khanakhh
  • hgfsjryuu7
  • Youngstown
  • slotface
  • vwfavf
  • rosin
  • ngwrru68w68
  • kavyap
  • tsrsr
  • ethstaker
  • normalnudes
  • cubers
  • everett
  • modclub
  • InstantRegret
  • tacticalgear
  • Durango
  • mdbf
  • cisconetworking
  • tester
  • GTA5RPClips
  • osvaldo12
  • Leos
  • anitta
  • All magazines