- the article summaries the changes announced at WWDC
- Apple will transition from Intel CPUs / GPUs to custom hardware
- the article shows an architecture overview, best performance practices, new hardware, and API features
- including improved GPU debugging, shader compilation pipeline, raytracing and windows based tools
- a look back at how RenderMan handled blurry glossy surface reflection in 2007 for Ratatouille
- using a technique called Brick maps, a form of 3D radiance caches
- the blog post explains a CSG algorithm implementation based on using the depth and stencil buffer
- the technique is used to implement player visibility in bushes
- the author provides an overview of the mindset, technique, and requirements for learning graphics programming
- additionally contains a list of resources to books, videos, web, etc. about the topic
- the master thesis looks at Machine Learning techniques to discover visual issues, such as stretched textures, missing textures in a game environment
- this PIX upgrade adds support for signal wait visualizations and improved buffer visualization
- the Unity tutorial explains how to implement a stylized skybox with sun, moon, and clouds using the visual shader graph system
- the article presents how to use the AMD GPU Analyzer for compute shaders
- the tool allows the collection of low-level information such as the ISA disassembly, register usage, etc
- the article explains got to use the AMD GPU ANALYZER to get low-level information about graphics workloads
- shows what additional information is required to describe the required pipeline state
- the article explains how to collect GPU timestamps and synchronize the CPU and GPU timestamps
- the article explains the basics required to render a triangle with WebGL
- focused on clarity to show only the WebGL functionality and not provide any higher-level abstractions
- explanation of the architecture of executing OpenGL on D3D12 using a Mesa-based implementation
- presents the development of the implementation and how performance was increased at each step
- the article explains how spectral rendering can be implemented in a DXR based path trace
- shows what needs to be adjusted from a classical path tracer
- additionally shows how to convert existing data from textures into spectral data for rendering
- collection of tech art and VFX twitter posts, including a look at facial animation tech of the Last Of Us 2
Thanks to Sondre Kongsgård for support of this series.
Would you like to see your name here too? Become a Patreon of this series.