- Shows how to sort data on the GPU using Bitonic Merge Sort networks using GLSL/Vulkan compute
- Derives how to non-recursively calculate per-thread index pairs for sorting networks
- Explains how to orchestrate compute-shader dispatches for large input data
- provides example implementation that sorts pixel by the brightness
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- the article presents how to implement ice shading
- uses an approximate for ice refraction controlled by textures and fresnel shading
- effect is implemented using Unity Shader Graph
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- the video shows how to implement fireworks using fullscreen shader using Shadertoy
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Ubisoft RedLynx is a multiplatform game development studio located in Helsinki. Along with the hugely popular Trials series, we have developed and published more than 100 games and we are a passionate team of over 140 people of 21 different nationalities. We are seeking an experienced Graphics Programmer to join our core technology team in creating impactful game experiences
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- the paper presents a method that maps spacial search in a fixed radius into a ray tracing paradigm
- this allows the ways to take advantage of ray tracing hardware to speed up the operations
- presents an application for GI with progressive photon mapping and point-cloud registration of partial surface scans
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- the article presents a walkthrough of a stylized crystal shader implemented using Unity Shader Graph
- effect is implemented as an unlit effect based on color gradient and uses a copy of the scene to implement a refraction approximation
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- the article provides an overview of a GPU voxel renderer using raytracing
- shows the data structure layout, how GPU and CPU updates are overlapped
- presents a technique to archive interactive world updates by using incremental parallel updates
- additionally offers advice to improve the performance of the multi-threaded implementation
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- the article presents a comparison of DLSS 2.0 and the default TAA implementation of UE 4.26
- comparing performance and quality
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- the Twitter thread presents an overview of the stylized g-buffer based rendering pipeline implemented using Unity
- presents how each material ID written into the g-buffer is later used to adjust post effects based on the affected materials
- lighting is applied in two stages with a second pass to toon ramp combined lights as well
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- the post presents an overview of optimizations done for Godot 4.0
- list contains but CPU and GPU optimizations
- offers a good starting point for everyone looking into optimizing their own renderers
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- the article presents an overview of a simple GPU based path tracer written in Zig
- shows how to have two data layouts for changing scenes vs. static scenes
- presents how to implement spectral rendering and how it affects objects made from glass
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