- the article presents an overview of the implementation for various techniques found to mix raytracing and rasterization
- discussed the implementation of Spatiotemporal Variance-Guided Filtering for Denoising
- show how to apply this for Soft Shadows, Ambient Occlusion, Reflections, Indirect Lighting as well as a probe-based Global Illumination
- presents optimization and quality improvement steps
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- the article presents the quickest way to implement fully bindless shaders using Vulkan
- shows how to implement the whole process from querying support, descriptor management as well as the shader side
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- the article shows how Pixel Local Storage can be used on ARM GPUs to implement Translucency and Order Independent Transparency
- additionally presents the Shader Frame Buffer Fetch to allow access to the render target color and depth stencil from within an active pixel shaders
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- the article presents the official C++ interface for Metal
- shows how to integrate it into an application
- additionally offers how to generate a single header version
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- the article describes the RenderDoc fork for use with Oculus devices
- presents what effects on performance the tool has
- shows how to visualize tile usage and collect performance counters for application optimizations
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- the author presents his experience trying to run a prefix sum sorting algorithms portably using WebGPU
- discusses the limitations and issues encountered
- explains what synchronization primitives are missing to allow the most efficient variation using WebGPU
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- update on Nvidia scaling solutions
- the NVIDIA Image Scaling SDK now provides an open-source spatial upscaler
- can be used on hardware where Nvidia DLSS is not available
- presents the Image Comparison & Analysis Tool that allows comparison of up to 4 images and videos
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- the article shows an example of implementing a flood filling algorithm using the BGFX abstraction library
- provides a brief discussion of issues encountered in getting started with the library
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- the article presents how to implement GPU particles with movement tails without CPU interaction
- all particle simulations happen in pixel shaders, and results are copied into ring buffers expressed as rows of textures
- implementation is provided using WebGL (regl)
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- the article presents how to render rectangles with rounded edges
- shows the distance field based shader implementation using Metal
- additionally covers anti-aliasing and gradient rendering
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- the Vulkan SDK has been repackaged and now separates between core and optional components
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Thanks to Manish Mathai for support of this series.
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