- the videos for the excellent SIGGRAPH 2021 Rendering Engine Architecture course have been released
- covering Unity / Roblox / Activision rendering architectures
- as well as the Activision geometry rendering architecture
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- the article shows that out of bounds access reduced rendering performance by 25x
- shows how to use NSight Graphics to help investigate performance issues
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- the article discusses the Binomial and Gaussians filter
- presents what a Binomial filter is and how it compares against a gaussian
- additionally provides details about how a Gaussian filter behaves with different kernel sizes
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- the article covers a few high-level points on how command buffers allow parallelization of CPU rendering work
- provides best practices, and pitfalls to watch out for
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- the blog post provides recommendations for memory management using D3D12 on
- provides information on how to receive information about the available budget and manage residency
- provides suggestions on which resource should be allocated together
- additionally provides information on tiled resource usage
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- the article provides information about what practices are recommended for getting good mesh shader performance and what are not
- additionally mentions how the Vulkan extension allows potentially less usage of shared memory
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- short 1-minute video that explains how masking with disabled depth testing allows the eyebrows to be drawn above the hair at all times
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