- 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
- the article shows that out of bounds access reduced rendering performance by 25x
- shows how to use NSight Graphics to help investigate performance issues
- 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
- 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
- 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
- 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
- short 1-minute video that explains how masking with disabled depth testing allows the eyebrows to be drawn above the hair at all times
Thanks to Nathan Reed for support of this series.
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