- the paper presents a tileable implementation of simplex noise for 2D and 3D cases
- discusses quality considerations as well as performance
- code is provided
- additionally provides WebGL examples on how to use the noise to create desired results
- the paper proposed a real-time shading calculation for area lights defined by cubic Bezier curves
- extends the polygonal area lights via linearly transformed cosines techniques
- sample code is provided
- the article presents a new set of OpenCL and Vulkan extensions to allow interaction between the APIs
- shows how to use the extensions to import semaphores, memory, and images between OpenCL and Vulkan
- the video tutorial explains the process that vertices passthrough after vertex processing
- shows how vertices are projected onto the screen, clipped to the window
- additionally shows how the mapping onto the viewport is archived and how it can be used to have multiple viewports
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- the article shows how GPU memory is exposed to D3D12 application developers
- presents a detailed view into how heap types are only a convenient high-level summary and how they map onto heap properties
- shows how to get access to memory budgets, available memory and how it changes with integrated and external GPUs
- the article presents an overview of the Graphics driver development model on Android devices
- discusses Google and OEM initiatives to improve the situation and what problems need to be solved
- presents a look at how emulators can load custom user-mode drivers to resolve driver limitations
- the article presents the authors’ API decisions while developing a D3D12 based graphics engine using Rust
- shows why API decisions are made as well as what difficulties were encountered during development
- shows that Rust developers still need to be very careful when interacting with unsafe D3D12 calls
- the video tutorial explains the concept of a noise hash
- allows random number generations from other data sources
- applies the concept as part of an interior Mapping effect to allow randomized rooms inside of a building
- presents the concepts inside of UE4 and Unity
- the video tutorial presents a coding session of an extraterrestrial inspired Orb object
- shows the modeling and shadowing technique based on Signed Distance Fields
- the author presents his list of recommended books for technical artists
Thanks to Robert Wallis for support of this series.
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