- the blog posts provides a walkthrough of the Cook-Torrance shading model
- starts with the Lambert shading model and then presents step-by-step how to arrive at the final model
- shows results at each step with source code provided
- the Radeon GPU Analyzer now supports DXR shader disassembly, live VGPR analysis as well as control-flow graph analysis
- shows what of the two compilation models (fully inline vs. Indirect ) has been chosen by the runtime
- also provides the disassembly for the driver generated acceleration structure traversal
- master thesis that covers a tool for interactive exploration of all contributing paths from a path tracer
- including a heatmap visualization and area filters
- show how to use the proposed visualization to help in debugging scenarios
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
- the author provides a list of lessons learned and advice that should be considered when working on rate-distortion optimization algorithms
- second particle in articles series about SDF (signed distance field) generation with Unity
- this part presents how to visualize an SDF using a pixel shader
- the Unity tutorial explains how to generate meshes from a compute shader
- in the process, it explains the fundamentals of compute shaders and read back data from the GPU
- the article provides a geometric interpretation of linear interpolation, range mapping, and how it relates to Bézier curves
- provides links towards articles with further information on why lerp for colors and rotations doesn’t always work as expected
Thanks to Deepak Surti for support of this series.
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