Readings on the State of the Art in Rendering

Last week at work a junior colleague asked me where do I get the presentations I’ve been reading from. This made me realise that, understandably, it might not be so obvious and common knowledge for people just starting graphics programming so I compiled a list of online resources I am frequently using to study the state of the art in Rendering. Continue reading “Readings on the State of the Art in Rendering”

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Readings on the State of the Art in Rendering

Hybrid raytraced shadows part 2: performance improvements

A few weeks ago I documented the experiments I made with hybrid raytraced shadows and reflections, describing how raytracing can be set up and used in the context of a deferred rendering architecture. It was great fun and I managed to produce some nice images.

I soon came to realise though that this simplistic approach was mostly suitable for simple models (such as spheres and cubes) as the bounding volume hierarchy (BVH) I created to accelerate scene traversal stored full meshes in the leaves. This reduced the opportunity to accelerate traversal further when a leaf was reached, which is especially bad for large meshes, and complicated the shader a lot by creating many paths through it, potentially increasing thread divergence and reducing occupancy (by increased register allocation). Also the raytracing pass was heavily memory bound, making it scale less well with more complex, and higher polygon, content. The current approach would easily break down when used with more representative game environments/meshes. Continue reading “Hybrid raytraced shadows part 2: performance improvements”

Hybrid raytraced shadows part 2: performance improvements