- a mathematical framework for more consistent layering of bump/normal maps using linear surface gradients
- shows the problems with reliance on vertex level tangent space in existing techniques
- how to express existing methods in the new framework
- including source code
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- high-level system discussion of a retro GPU emulation implemented in Vulak compute shaders
- implementation details are discussed in the presentation
- using Subgroup and async compute for further optimizations
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- new RenderDoc version allows explicit GPU playback selection
- improved SPIR-V reflection, performance improvements
- more extensions and feature levels supported for Vulkan and D3D12
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- proposal of approach for rendering layered materials
- layers are defined by anisotropic NDFs on varying tangent vector fields
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- the post describes the perspective from Stardock on D3D12/Vulkan vs. D3D11
- new possibilities but also many more problems
- performance improvements with D3D12 need to be balanced against the higher QA costs compared to D3D11
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- proposes a real-time solution to rendering unstructured point clouds
- combination of temporal reprojection, random point selection, and GPU vertex buffer shuffling
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- provides an overview of the foundations of denoising techniques
- expands pon the basics to explain how more complex schemes are constructed
- how to consider denoising as a building block for several different problems
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Thanks to Graham Wihlidal for support of this series.
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