VK_KHR_dedicated_allocation unofficial manual [wayback-archive]
- extension allows the driver to inform application that separate allocations are preferred
- nvidia and intel need this extension to allow extra optimizations
- how to use the extension
Material layering [wayback-archive]
- overview of different techniques
- Color Layering
- shade each layer and blend the results
- Pattern Layering
- blending the inputs and shading once with that
- discussion of problems
Perceptually uniform color spaces [wayback-archive]
- Why is sRGB not linear?
- and what problems this causes when working with sRGB colors
- HSLuv color space
- human-friendly HSL
- identical lightness = equally bright
- same saturation = same perceived color purity
Master Thesis: Cross-Compiling Shading Languages [wayback-archive]
- using source-to-source compiler (HLSL to GLSL)
- overview of different models
- “translation” of concept differences between shading languages
- implementation overview
- source code
A Temporal stable Distance to Edge Anti-Aliasing Technique for GCN architecture [wayback-archive]
- master thesis produced at EA DICE
- idea, store the distance from the nearest edge in all pixels + extra post-pass blurs neighbors with each other if an edge is shared by the pixel pair
- how to take advantage of GCN hardware for this
Forward+ and Clustered Shading
- what are deferred shading limitations
- how does tiled deferred improve and solve some of the limitations
- Forward+
- how does it work
- comparison to deferred and classical forward shading
- how to extend to Clustered
Volume Tiled Forward Shading [wayback-archive]
- master thesis
- aims to improve upon Clustered forward shading
- optimizes mainly the light assignment phase
- done by using a BVH( Bounding Volume Hierarchy) for the lights
Galaxy GameDev [wayback-archive]
- collection of resource to achieve best results on the mali GPUs in Galaxy phones
- especially interesting: Vulkan Usage Recommendations [wayback-archive]
- Vulkan layer to validate against the Mali Application Developer Best Practices
- example of the output: https://twitter.com/SaschaWillems2/status/921101878364196864?s=09
- can be run on any vulkan device
Generating Blue Noise Sample Points With Mitchell’s Best Candidate Algorithm [wayback-archive]
- explanation of regular, white and blue noise sampling
- and algorithm overview to generate blue noise (with source code)
Signed Octahedron Normal Encoding [wayback-archive]
- extending Octahedron encoding for normals with an extra sign bit
- better precision
Games Look Bad, Part 1: HDR and Tone Mapping [wayback-archive]
- subjective discussion of the visual/art direction aspects of HDR and color mapping in games
- command line tool for converting 3D model assets from FBX to glTF 2.0
Compilation Pipeline in the DirectX Compiler [wayback-archive]
- high level overview how the compiler flow is implemented
Computing the Area of a Convex Polygon [wayback-archive]
- clear and good to follow derivation