- Instruction Set Architecture provides an overview of how Vega architecture is designed
- an in-depth description of all instruction set and additional hardware details
![](/img/posts/graphics-programming-weekly-111/amd_vega_7nm.jpg)
- the article provides an overview of new features of the PowerVR SDK
- improved tools, improved Vulkan support, support for Android 10
![](/img/posts/graphics-programming-weekly-111/resource_viewer.jpg)
- the article provides an overview of the experience using metal over the last 3 years
- discusses the situation on iOS, macOS, and improvement has been made since the first iterations
![](/img/posts/graphics-programming-weekly-111/metal_api.png)
- the Unity tutorial shows how to create a skybox shader that uses a gradient defined by two colors
![](/img/posts/graphics-programming-weekly-111/skybox_unity.png)
- a web-based ray tracing framework that exposes programmable stages based on GLSL for rapid prototyping, in a similar fashion to ShaderToy
![](/img/posts/graphics-programming-weekly-111/web_raytracing.jpg)
- the blog details the mathematical approach of Monte-Carlo integration
- additionally explores several techniques (such as Importance Sampling) to reduce the variance
![](/img/posts/graphics-programming-weekly-111/probability_theory.png)
- the article extends the knowledge from part 1 to the domain of solving the rendering equation
- explains the theory behind the different aspects of path tracing
![](/img/posts/graphics-programming-weekly-111/probability_theory_2.png)
- the article presents an exploration of a material system designed for Vulkan requirements
- the material system expresses the information required to create pipeline objects
- additionally supports loading and binding of resources
- example implementation (with provided code) provides examples of how to use it for different workloads
![](/img/posts/graphics-programming-weekly-111/shader_effect.png)
Thanks to Bruno Opsenica for support of this series.
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