- the articles provides a beginner friendly introduction into fluid simulation
- starts by developing the readers intuituin and improves from the natural solution
- additionally includes advice on a number of topics such as caustics, reflections, and boudnary handling
- the article explains how BC format encodind differs between hardware vendors
- presents how AMD, Nvidia and Intel implemented the logic
- the post presents an overview of the performance characteristics for nvida applications related to memory oversuscription
- shows how different access paterns influence
- comparing a number of hints, allocation models and the influence on performance
- the video tutorial extends the Phong lighting model with the addition of specular lighting
- explains the derivation of the specular model in a generic way
- additonally shows how to implement the required functionallity using GLSL
- the article demonstrates how to implement line segment rendering so that the segments are not overlapping
- WebGL implementation is provided
- the blog presents performance number for Bottom-level acceleration structure when using D3D12 raytracing with animated characters
- compares nvidia, amd and metal timing in different scenarious
- collection of 5 new graphics programming books
- fundamentals, Vulkan, OpenGL and a history of computer graphics book
Thanks to Neil Bickford for support of this series.
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