- 64-bit integer atomics are now supported
- some new capability bits got introduced as not all views, sources support it on all hardware
- dynamic resources allow indexing into a single array of descriptors,
- explains what helper lanes are and how they relate to lanes and quads
- compute shader derivatives and how they are derived from thread group layout
- Wave Size attribute allows shaders to specialize shaders for wave sizes
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- the tutorial provides a walkthrough of a raymarching supermassive black hole shader
- implementation is an approximated physically-based done using Unity
- author presents the sources, approximations done and discusses limitations
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- Talk discusses how the performance of the ray-traced direct illumination was greatly improved
- presents an overview of what ReSTIR importance sampling algorithm
- shows to the memory coherence and bandwidth was reduced through pre-randomization of input lists
- additionally discusses how the number of rays could be reduced by decoupling shading, reuse, and visibility
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- explains shadow denoising process
- broken down into 5 blocks that are explained individually
- shadow mask creation, local neighborhood, occlusion, reproject, and spatial filters
- first covers the functionality of these blocks
- afterward shows optimizations applied to each stage
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- overview of Variable Rate Shading (VRS), what is supported with Tier 1 and 2
- edge detection run as part of the tone mapping step, generating two shading images (default and conservative)
- VRS shading rate image is also read in compute shaders for reduced shading rate for compute shaders
- presents performance numbers
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- visual representation that shows why inverted depth buffer range with floating-point formats improves precision
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- list of posters presented at I3D
- covering Linearly Transformed Spherical Harmonics, Style-Preserving Pixel Art Magnification, Rendering of Many Lights with Grid-Based Reservoirs and others
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- part 5 of beginner-focused shader tutorial series
- focuses on data types, representation of color
- shows how to output constant colors in Unity shaders code, visual shader graph, and unreal engine
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- the Graphics Codex online textbox is now a free
- covering an extensive range of topics, model of light, Rendering equation, camera, material models, path tracing, parallel architectures, and much more
- additionally contains many references to further sources on the topics
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- the paper presents a method that uses the AABS from hardware raytracing shaders to apply decals and lights
- uses a zero-length ray to collect all overlapping decals/lights per pixel
- compares performance against deferred decals
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Thanks to Unai Landa for support of this series.
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