- the paper presents a technique that performs reservoir-based spatiotemporal importance resampling in world space
- caches in the cells of a hash grid built on the GPU along the path vertices
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- the article shows how to write data into an offscreen target and process it in a full-screen pass
- additionally provides a walkaround for missing multi-channel output
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- Microsoft released the spec for the Enhanced D3D12 barrier API
- discusses the problems with the current API
- presents how the new API resolves these problems, expected behavior as well as open issues
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- the blog post provides an introduction to the new enhanced barrier preview for D3D12
- presents how developers can test the API at this time
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- the paper presents an analysis of multiple scattering BRDF models
- shows the microfacet distribution function is most important for smooth materials
- shadowing and masking term increases with roughness
- shows how a mix of lambert and GGX can approximate a large number of materials
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- the article presents the new features released as part of the DXC update for December
- added support for templates, overloadable operators, bitfield members for data types
- additionally also introduces Operator Short-Circuiting as well
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- the blog post presents the video encoding API that has been added to d3d12
- supports H264 and HEVC
- shows how the API exposes the hardware and fits into D3D12 design
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- the article presents an overview of tesselation shaders
- shows how to implement the necessary steps to implement drawing of a tesselated sphere using Metal
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- the article presents how to implement 3D mesh rasterization in a WebGPU compute shader
- additionally provides additional steps to get a better understanding of the implementation
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Thanks to Mike Turitzin for support of this series.
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