- the article presents the different meaning of the term gamma in different color contexts
- suggest to always use a piece-wise sRGB function
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- presents an overview of the difference between static and dynamic branching
- dynamic is a lot more expensive of PowerVR hardware
- shows examples of problematic cases with dynamic branching
- presents an extension that can be used to make the dynamic branch a lot more performant if all threads agree on a condition
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- introduction of marching cube pre-pass stage reduces the mesh shader example GPU time by 33% to 50%
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- the author presents his solution on how to implement painting onto textures using unity
- intersects mouse position with meshes, converting into UV space to be able to apply painting information using signed distance fields
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- the article presents the D3D12 resource state promotion and decay rules related to the common resource state
- mentions the AssertResourceState debug API that can be used to validate resource state promotion/decay behavior
- explains the ExecuteCommandLists behavior concerning resource states
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- the article presents how the author took the CPU implementation of Ray Tracing in a Weekend and converted it to run on the GPU using a GLSL implementation
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- a brief presentation by Embark Studios showing RLSL, a subset of rust compiled to SPIR-V
- experimental stage
- showing how/what it is currently implemented, vision for the future
- presents examples of how shaders are implemented
- integration into the rust ecosystem
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Thanks to Steven Cannavan for support of this series.
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