Lightmap optimizations for iOS [wayback-archive]
- lightmpas too big for the memory budget on iOS
- using ETC2 as a replacement for DXT5 (same size, slightly less quality)
- switched to per-vertex lightmaps
- needed some art fixes
- but reduced disk size to 17 % and most expensive runtime location to 25 %
Road to Anti-Aliasing in BRE: Aliasing and Anti-Aliasing [wayback-archive]
- what is the cause of aliasing
- overview of different techniques to reduce it
- Supersampling Antialiasing (SSAA)
- Multisampling AntiAliasing (MSAA)
- Coverage Sample AntiAliasing (CSAA)
The Complexity of Simplicity: Rendering INVERSUS Deluxe [wayback-archive]
- Seamless wrapped worlds, on the screen multiple times
- breakdown of rendering
- rendering to off-screen buffer that is drawn to screen multiple times
- extra pixels for correct sub-pixel accuracy when panning the camera
- color pallets, pattern map, inversion buffer create the look
- fullscreen effects for wrapping space
Calculating the Distance Between Points in “Wrap Around” (Toroidal) Space [wayback-archive]
- useful for use in tiling worlds, tileable textures, …
Medium Under the Hood: Part 2 - Move Tool Implementation [wayback-archive]
- uses SDF and triangle mesh representation
- using both representations for different techniques
- how to convert triangle mesh to SDF
CppCon 2017: Olivier Giroux “Designing (New) C++ Hardware”
- hardware constraints dictate decisions
- C++ hardware abstractions
- memory model
- coherency model
- consistency model
- new execution model designed for C++
- more details in next link
Cooperative Groups: Flexible CUDA Thread Programming [wayback-archive]
- Cooperative Groups describes synchronization within and across CUDA thread blocks
- abstraction level above explicit wrap level operations
- allow algorithms that can be more portable between different hardware
Bringing Galaxy on Fire 3 to Vulkan: Handling Resources and Assets [wayback-archive]
- overview of vulkan implementation for android
- texture layout handling
- shader pipeline
- pipeline (PSO in D3D12)
Animation Compression Library: Unreal 4 Integration [wayback-archive]
- first results of the ACL in UE4 Matinee scene
- 59.5% smaller in total
- big wins on moving character, more costly atm for mostly idle bones
Data visualization in shader - twitter [wayback-archive]
- thread containing a number of small snippets to visualize data in shaders
tinyspheremesh.h - generate geodesic sphere [wayback-archive]
northern lights effect - shadertoy