- the article presents the flow of data when a CPU generated value is accessed from an HLSL shader
- explaining the differences between the available approaches as well as the implications on memory lifetime
- the article provides a summary of the Lumen implementation found in UE5 (Unreal Engine 5)
- discusses the offline and runtime stages of Lumen (dynamic GI solution)
- shows the Acceleration Structure tracing approach as well as probe placement
- presents how the scene is represented using MeshCard (Proxy) approximations and distance fields
- additionally shows a detailed walkthrough of all the logical stages that compose the system
- the article provides a summary of the features that are mandatory in Vulkan 1.3
- (removing requirement of render passe, better pipeline creation control, as well as direct buffer addressing support and more )
- additionally introduces the new Vulkan roadmap, this will provide guidance on what hardware/software support the group will focus on
- the 2022 roadmap will require bindless support as well as more consistent subgroup operation support
You are helping our core team to develop cutting-edge 3D data optimization technology, being used in production pipelines to process millions of 3D data sets each year, fully-automatically. You are performing research on 3D mesh processing, texture baking, UV mapping, optimization algorithms and ML-based algorithms for 3D data optimization and QA.
- the article explains the history and evolution of the mesa shader compiler (internal representation) NIR
- discusses the historical reasons and experience of using it instead of LLVM
- presents problems and advantages over a CPU focused IR system
- the new version of the Nsight Compute allows a better understanding of memory traffic and cache eviction decisions
- additionally adds new guided optimization support that detects unfused floating-point operations as well as uncoalesced memory access
- the article why randomly tracing rays leads to noisy results
- presents the mental model to improve this in a simple scene
- the presentation contains a collection of best practices when working with WebGPU
- covering compressed textures, debug label usage, data uploading, pipeline creation as well as bind group usage
- the video explains the derivation of Cosine Interpolation
- discusses how the individual components are derived and how they are connected for the final result
Thanks to Marius Horga for support of this series.
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