- OS Microsoft Windows 10.
- Visual Studio C++ 2017 or higher.
- The DirectXTK12
- 4GB RAM or more.
- DirectX 12 and Vulkan capable GPU or higher.
- The latest GPU driver.
- Rendering (Patrick Cozzi)
- Adaptive GPU Tessellation with Compute Shaders by (Jad Khoury, Jonathan Dupuy, and Christophe Riccio)
- Applying Vectorized Visibility on All frequency Direct Illumination by (Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong)
- Non-periodic Tiling of Noise-based Procedural Textures by (Aleksandr Kirillov)
- Rendering Surgery Simulation with Vulkan by (Nicholas Milef, Di Qi, and Suvranu De)
- Skinned Decals by (Hawar Doghramachi)
- Environmental Effects (Wolfgang Engel)
- Real-Time Fluid Simulation in Shadow of the Tomb Raider by (Peter Sikachev, Martin Palko and Alexandre Chekroun)
- Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by (Kevin Örtegren)
- Shadows (Mauricio Vives)
- Soft Shadow Approximation for Dappled Light Sources by (Mariano Merchante)
- Parallax-Corrected Cached Shadow Maps by (Pavlo Turchyn)
- 3D Engine Design (Wessam Bahnassi)
- Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by (Sergey Makeev)
- Procedural Stochastic Textures by Tiling and Blending by (Thomas Deliot and Eric Heitz)
- A Ray Casting Technique for Baked Texture Generation by (Alain Galvan and Jeff Russell)
- Writing an efficient Vulkan renderer by (Arseny Kapoulkine)
- glTF - Runtime 3D Asset Delivery by (Marco Hutter)
- Ray Tracing (Anton Kaplanyan)
- Real-Time Ray-Traced One-Bounce Caustics by (Holger Gruen)
- Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by (Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky)
Preface
- Adaptive GPU Tessellation with Compute Shaders (Jad Khoury, Jonathan Dupuy, and Christophe Riccio)
- Introduction
- Implicit Triangle Subdivision
- Adaptive Subdivision on the GPU
- Discussion
- Acknowledgments
- Bibliography
- Applying Vectorized Visibility on All Frequency Direct Illumination (Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, and Eric Wing Ming Wong)
- Introduction
- The Precomputed Radiance Transfer
- Rewriting the Radiance Equation
- The Vectorized Visibility
- Lighting Evaluation
- Shader Implementation for the Generalized SAT Lookup
- Dynamic Tessellation
- Results
- Conclusion
- Acknowledgments
- Bibliography
- Nonperiodic Tiling of Noise-based Procedural Textures (Aleksandr Kirillov)
- Introduction
- Wang Tiles
- Nonperiodic Tiling of Procedural Noise Functions
- Tiled Noise Filtering
- Tiling Improvements
- Results
- Performance
- Limitations
- Conclusion
- Future Work
- Bibliography
- Rendering Surgery Simulation with Vulkan (Nicholas Milef, Di Qi, and Suvranu De)
- Introduction
- Overview
- Render Pass Architecture
- Handling Deformable Meshes
- Memory Management System
- Performance and results
- Case Study: CCT
- Conclusion and Future Work
- Source Code
- Acknowledgments
- Bibliography
- Skinned Decals (Hawar Doghramachi)
- Introduction
- Overview
- Implementation
- Pros and Cons
- Results
- Conclusion
- Bibliography
- Real-Time Fluid Simulation in Shadow of the Tomb Raider (Peter Sikachev, Martin Palko, and Alexandre Chekroun)
- Introduction
- Related Work
- Simulation
- Engine Integration
- Optimization
- Future Work
- Acknowledgments
- Bibliography
- Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds (Kevin Örtegren)
- Introduction
- Related work
- Implementation
- Results
- Conclusion and Discussion
- Bibliography
- Soft Shadow Approximation for Dappled Light Sources (Mariano Merchante)
- Introduction
- Detecting Pinholes
- Shadow Rendering
- Temporal Filtering
- Results
- Conclusion and Future Work
- Bibliography
- Parallax-Corrected Cached Shadow Maps (Pavlo Turchyn)
- Introduction
- Parallax Correction Algorithm
- Applications of Parallax Correction
- Results
- Bibliography
- Real-Time Layered Materials Compositing Using Spatial Clustering Encoding (Sergey Makeev)
- Introduction
- Overview of Current Techniques
- Introduced Terms
- Algorithm Overview
- Algorithm Implementation
- Results
- Conclusion and Future Work
- Acknowledgments
- Bibliography
- Procedural Stochastic Textures by Tiling and Blending (Thomas Deliot and Eric Heitz)
- Introduction
- Tiling and Blending
- Precomputing the Histogram Transformations
- Improvement: Using a Decorrelated Color Space
- Improvement: Prefiltering the Look-up Table
- Improvement: Using Compressed Texture Formats
- Results
- Conclusion
- Acknowledgments
- Bibliography
- A Ray Casting Technique for Baked Texture Generation (Alain Galvan and Jeff Russell)
- Baking in Practice
- GPU Considerations
- Future Work
- Bibliography
- Writing an Efficient Vulkan Renderer (Arseny Kapoulkine)
- Memory Management
- Descriptor Sets
- Command Buffer Recording and Submission
- Pipeline Barriers
- Render Passes
- Pipeline Objects
- Conclusion
- Acknowledgments
- glTF—Runtime 3D Asset Delivery (Marco Hutter)
- The Goals of glTF
- Design Choices
- Feature Summary
- Ecosystem
- Tools and Workflows
- Extensions
- Application support
- Conclusion
- Real-Time Ray-Traced One-Bounce Caustics (Holger Gruen)
- Introduction
- Previous Work
- Algorithm Overview
- Implementation Details
- Results
- Future work
- Demo
- Bibliography
- Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing (Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, and Yury Uralsky)
- Introduction
- Overview
- Pixel Classification using Conservative Rasterization
- Improved Coverage and Shading Computation
- Image Quality and Performance
- Future work
- Demo
- Bibliography