- in-depth frame analysis of a nighttime scene in Mafia, a d3d11 based deferred rendering engine
- covers g-buffer, occlusion culling, decal blending, GI
- cars use a precalculated shadow texture to cast AO
- heavy use of stencil usage for volumetrics, sky, as well as the minimap rendering
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- the article presents optimizations to the FidelityFX Super-Resolution by AMD
- shows multiple steps, what gains got achieved and hints at what quality reductions can be expected
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- the article presents how to implement a shader-based ASTC decoder
- shows what different modes are supported, how to encode parts
- pointing out the complexities and special cases of the format
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- the article contains a brief summary of the content presented at the WebGPU meetup
- covers WebGPU performance advice, new glTF extensions
- additionally shows how batching and multi-draw techniques can improve performance
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- the shader tutorial presents how to implement a grass shader using the Universal Render Pipeline in Unity
- using Geometry Shaders to generate blade meshes and tessellation shader to control the grass density
- presents how to deal with a nonplanar surface, supporting rotation and bending
- additionally shows how to control grass painting onto the world, wind and shadow integration
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- collection of tweets covering an extensive range of technical art topics
- VFX, breakdown of scenes, showcases of visual effects, …
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- article presents a project that emulates a Linux in a pixel shader running in VRChat
- emulates a RISC-V CPU in an HLSL pixel shader
- shows how the emulation was implemented
- a few pointers on performance improvements made throughout the process
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Thanks to Deepak Surti for support of this series.
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