- the paper presents a new technique that uses a neural network to reconstruct foveated rendering from sparse source data
- the article provides an overview of the new API that allows users to request the underlying D3D12 resources from an application that is using the D3D9 on D3D12 layer
- the article proposes a technique that uses a random texture to perturb the normals of dunes to simulate the variation caused by sand grains
- the article provides an overview of how Vulkan descriptor set management influences CPU performance
- provides 3 possible solutions to the problem
- showing how they affect both performance and application implementation
- suggest a descriptor set caching scheme combined with using a single VkBuffer to store uniform data
- D3D12 is adding two new flags for memory heap creation
- D3D12_HEAP_FLAG_CREATE_NOT_RESIDENT, the heap is created non-resident state to enable EnqueueMakeResident to be used for heaps
- D3D12_HEAP_FLAG_CREATE_NOT_ZEROED enables an optimization that allows non-zeroed pages to be returned
- the article proposes a solution for voxel rendering
- voxel scene is pre-calculated into multiple vertical slices
- each slice is represented by an image and stores all voxel in the slice
- additionally contains a logic summary on how to procedurally generate a voxel-based island
- brief article explains how to detect particle overdraw using the PowerVR profiler
- suggest to disable anisotropic filtering and use close fit meshes for particles
- the author mentions the new rendering features of Disneys’ Hyperion Renderer that have been used on Frozen 2
- contains a large selection of stills from the movie
- collection of tweets showcasing a large number of effects, games and technical art resources
Thanks to Aras Pranckevičius for support of this series.
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