- the paper presents a method that allows a 5−7× reduction in memory footprint compared to indexed triangle meshes
 - this is archived by converting vertices into vertex grids and using compressed displacement vectors to compress the vertex data
 - the additional work required to decompress the data adds around 15% of overhead
 
			
    
- the blog posts provides an easy to understand summary of the Vulkan Synchronization
 - additionally includes information about what parts of the API have changed with Synchronization2
 
			
    
- the article presents experiments with spectral rendering to find an importance sampled wavelength sampling approximation
 - presents comparisons of the different approximations
 
			
    
- the paper presents a technique to allow path tracing through sparse volumes
 - based on NanoVDB with unbiased multiple scattering volume path tracing and neural denoising
 - able to render Disney Clouds in 60 ms
 
			
    
- video recording of the SIGGRAPH 2020 was released
 - the paper presents how to use a neural representation to infer additional results such as reflections and global illumination
 
			
    
- open-source release of a tool to generate meshlets (for use with mesh shaders, GPU based culling, etc)
 - additionally can generate bounding sphere and visibility cones
 
			
    
- Vulkan Ray tracing tutorials have been updated
 - added new tutorials on how to use vkCmdTraceRaysIndirectKHR and how to ray cast ambient occlusion using ray queries
 
			
    
- the paper presents a technique to discover a potentially visible set (PVS) of triangles visible from a region of space
 - this technique uses ray shooting guided by Adaptive Border Sampling and Reverse Sampling
 - provides an overview of how the method was implemented using Vulkan hardware Raytracing
 
			
    
- the video tutorial explains how to generate a procedural stylized lawn shader
 - uses a combination of noises to create the shading
 - additionally adds support for sparking based on view angle
 
			
    
- the Twitter thread presents a breakdown of the Valheim rendering pipeline (implemented using Unity)
 - shows the different rendering passes, what shaders are expensive, and usage patterns responsible for suboptimal performance
 - additionally provides pointers at possible improvements
 
			
    
- collection of tech art tweets
 - covering art style demonstration, material creation, destruction, and much more
 
			
    
- the tutorial explains an approach how to implement cutting walls into 3D walls
 - used method uses a screenspace projected sphere that is placed on walls using raycasting
 - implementation walkthrough is using visual scripting in Unity
 
			
    Thanks to Vivitsu Maharaja for support of this series.
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