- explanation of frame stuttering
- provides videos and frame by frame comparisons of what is causing the stutter
- explains how the discrepancy between measured time and actual present time causes the studdering issue
- current state of graphics API ecosystem in solving this problem
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- shadertoy implementations of multiple noise types
- the comments describe improvements and possible optimizations to the used noise types
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- shadow technique for local area lights
- based on the generation of view independent point clouds from dynamic triangle meshes and the rendering of multiple depth maps simultaneously
- proposes two different implementations
- performance and quality comparison against PCSS (percentage closer soft
shadows) and Multi-view rasterization (MVR)
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- part 3 of the series about Grassmann for computer graphics
- combines the concepts of bi-vectors / tri-vectors with dual vectors
- explaining use cases
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- explains how GPUs are able to execute multiple execution streams to hide memory latency
- how the different workloads of CPU and GPU lead to differences in the design of caches
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- added support for visualizing the content of DirectX Raytracing shader tables
- able to detect invalid data in the table and warn about it
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- explanation of a geometry shader in Unity that converts a triangle mesh into camera facing quad particles
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- explains how to calculate luminance and a very brief overview of the human vision
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- look at image shaders that modify brightness, contrast, exposure, gamma or saturation using Metal
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- overview of water rendering starting from the early 90s to the early 2000s
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