OpenCl -> Vulkan: A Porting Guide [wayback-archive]
- why?
- better cross-platforms support
- more frequent driver updates
- more tools
- less driver overhead, up to 3x less
- shows differences between the APIs
- clspv a tool to compile openCL shaders to SPIRV
Bringing Galaxy on Fire 3 to Vulkan: Stats & Summary [wayback-archive]
- vulkan, 40% more code
- between 2.7x to 4x faster then OpenGL ES across devices (CPU performance)
NanoGL : a crafted WebGL(2) microframework [wayback-archive]
- light-weight helpers wrapping the WebGL2 API
- separate modules
- Draco compressed models
- GPU textures + high MIP streaming
- LOD system
- PBR
- Post effects
- nice videos showing the features
How Unreal Renders a Frame [wayback-archive]
- breakdown and high-level look at how UE4 rendering works
- small explanations about how each stages works and some implementation details
High-Performance GPU Computing in the Julia Programming Language [wayback-archive]
- work-in-progress support
- same high-level language on CPU and GPU (some limitation)
- written inline with CPU code
Transmuting White Noise To Blue, Red, Green, Purple [wayback-archive]
- how to turn white noise into different kinds of noise
- done by filtering white noise to only include the desired frequencies
The Gauss-Seidel and Jacobi Methods for Solving Linear Systems [wayback-archive]
- explanation of the Jacobi Method and Gauss-Seidel method, both are very similar
- but Gauss-Seidel converges a lot quicker
The GoPro® CineForm video codec SDK - open source
- 12-bit, full-frame wavelet compression video codec
- constant quality, bit-rates will vary as needed
- decoder, encoder, test applicatiom open source
Optimizing Graphic Performance: Temporal Foveated Rendering for VR
sRGB versus Linear Colour Space [wayback-archive]
- sRGB backbuffer handling in SDL / OpenGl
sRGB Colour Space - Part Deux [wayback-archive]
- how to use hardware sRGB -> linear conversion with OpenGL for textures