- the article presents alternative mesh structures to generate grid structures
- shows why two-right angle triangles are problematic under motion transformation
- discusses Rhombuses and Hexagons as alternatives
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- the article introduces a technique and generated textures that enable the use of Spatiotemporal blue noise
- the article discusses the importance of Spatiotemporal blue noise, presents comparisons against existing techniques
- additionally presents several use cases for the presented technique
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- the article discusses Spatiotemporal blue noise in more depth
- showing best practices for several scenarios
- additionally shows how to extend the provided blue noise texture for other use-cases
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- the second part of the game of life shadertoy implementation focuses on the improvement of the visuals
- additionally adds the ability to interact with the simulation using the mouse
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- the video of the Vulkan lecture series introduces the stages of the graphics, compute, and raytracing pipe using Vulkan
- explains the stages, how the order is maintained as well as how the stages are essential for a correct understanding of synchronization
- providing an overview of the new Synchronization2 system in Vulkan and how it differs from the previous iteration
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- the author presents the design for a composable GLSL system based on the idea of closure
- discusses the difference of binding models, how to connect CPU and GPU components in a composable system
- shows how the runtime being aware of all GPU data enables rendering only if any data changes could generate a different image
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- the article discusses advice for new research on how to effectively read research papers
- written from the perspective of machine learning, but the lessons apply to computer graphics as well
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- a collection of tweets covering a large variety of tech art topics such as
- interior mapping, shading for 2d games, VFX showcases, as well as a rule-based terrain texturing system
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- the article describes how to use a Vulkan bindless setup for 2D sprite batching
- presents how to pass the necessary texture index into the shaders
- shows the importance of nonuniform qualifier at texture sample time
- additionally presents how to integrate the technique into imGUI
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Thanks to Ken Russell for support of this series.
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