- the post shows how aliased resources can cause problems when doing render doc captures
- aliased textures that are captured might need barrier transitions, which can corrupt other textures in the same memory range
- collection of articles/ blog post written by John Carmack on a variety of topics
- the video tutorial shows how to implement a shader for freezing objects
- this includes blending ice material on top of existing objects, tessellation shaders to extend meshes to form icicles, and mesh normal generation
- the blog post shows the interactive particle implementation used in Ghost of Tsushima
- particles are controllable through expressions and can react to runtime information
- shows different use cases such as interactive leaves, candles, and crabs
- the tutorial shows how to implement Temporal Anti-Aliasing using an example OpenGL implementation
- provides a walkthrough of all steps required
- shows how to calculate velocity vectors, use history buffers, calculate jittering matrix
- additionally shows how dithering can be used to create alpha-blended looks
- the Rust tutorial provides an extensive walkthrough of the steps required to use OpenGL using native rust
- explains all the necessary interop to load OpenGL, initialize a swap chain, and start presenting
- the article presents how VRS tier 2 shading was integrated into Gears
- uses the previous frame color buffer results to run a Sobel edge detection compute shader to detect the shading rate
- a conservative VRS allows systems to opt-in for special quality if required
- contains advice on optimizations for VRS tile texture generation
- additionally provides guidance on how to estimate performance using Tier 1
- provides performance numbers for the savings from different render passes
- the article contains a list of common graphics programming terms and how to pronounce them
- the article provides a guide for porting from the original VK_NV_raytracing extension to official VK_KHR_raytracing extensions
- show what changes are required for device creation, memory management, acceleration structure build, pipeline management
- the article presents an overview of Creation Graphs and what it enables the user to create in The Machinery
- an extensible node-based system that allows the flexible combination of data from different kinds of data to create new combinations
- the video tutorial explains how to create stylized grass in the Unreal engine
- shows how to create the meshes in Houdini, textures in Unreal and integrate them into the rendering pipeline
Thanks to Angel Ortiz for support of this series.
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