- the post presents the fresnel equations that are used for smooth metals and surfaces such as water
 - shows the Schlick approximations and compares them to the equations and where to retrieve the necessary parameter values
 
			
    
- Reverse engineering the color grading solution used in “The Witcher 3”
 - shows how the indexing into LUT works, including rounding mode handing
 - the solution used by the game can use up to 3 different LUTs for the same scene
 
			
    
- the article aimed at beginners presents how to use ShaderToy to get started with shader development
 - extends the example from simple colors to animated scenes
 - shows how to implement a spinning octahedron
 
			
    
- the article presents an overview of aliasing in digital signal processing
 - then applies the information and shows how the same understanding applies to computer graphics
 - covering rasterization, texture and shading aliasing
 - short on time? Only read the TL;DR at the end
 - example code provided
 
			
    
- the Unity tutorial shows how to create an outline effect for 2D sprites
 - implemented by storing a signed distance field in the alpha channel and using that additional information that in the pixel shader
 
- discusses buffer allocation, update and mapping strategies
 - descriptor pools, texture transfer synchronization, fence signaling, memory alignment, and shader variations
 
			
    
- the post discusses how to write a simple GPU Hash table implementation using CUDA
 - uses 32-bit keys and values with open addressing and linear probing
 
			
    
- the article presents that combining signed distance fields of primitives using min and max operations can create incorrect SDFs
 - this is especially noticeable on the interiors of objects
 - offers 5 different ideas/solutions on how to solve the problem
 
			
    
- part 4 of ray tracing series by Nvidia
 - this episode focuses on the RayTracing APIs in D3D and Vulkan
 - discusses the types of shaders and how they are interconnected
 
			
    
- Video tutorial for Unity that shows how to present the Echo effect (a point-cloud based rendering overlay) from “The Division”
 - covers how to generate the data, implement the rendering, interactions with the player and post-processing
 
			
    - overview of what is new with DXR 1.1
 - presents how to extend a depth pre-pass system for shader ray tracing using the DXR 1.1 RayQuery object
 
			
    
- the document provides an overview of the ASTC texture compression format
 - explains how end-point color compression works
 - encoding strategies, block sizes and how the format allows the compressor to adapt the techniques for each block
 
			
    
- the article presents how to use new ARM tools to gather performance information (later versions will support Continues integration)
 - provides an easy to read report that can be used by non-programmers to validate the performance of the game
 - the tool allows performance budgets to be defined, will be shown in the UI
 - Automated screenshot collection when frames take longer than a specified threshold to produce
 
			
    Thanks to Eric Haines for support of this series.
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