- the article present how to derive a downsampling filter that uses eight bilinear samples
- shows the process how to create the desired response and optimize the weights
- includes a shadertoy implementation
- the article presents an overview of sRGB, Linear, and Oklab gradient interpolation
- shows how to optimize the linear and Oklab calculations to get a lot closer in terms of performance compared to direct sRGB interpolation
- the article discusses the authors’ decision for a home renderer abstraction layer
- focusing on ease-of-use for experimentation over performance
- the article presents the implementation of a bindless binding model using D3D12 and Vulkan
- discusses the decisions, trade-offset as well (API) implementation-specific details
- code examples are provided in Rust
- the article presents a compiler approach that takes an SDF representation and generates shaders for cheaper execution on parts of the mesh
- lists several recommendations to consider when implementing
- additionally provides a few use cases for the SDF Evaluator
- the paper extends the ideas of Stochastic Light Culling to compute single scattering in a homogeneous media
- presents how combining reservoir sampling with the introduced technique can improve performance
- the paper introduces a technique to lower the cost of ray tracing by using approximated geometry for shadow rays
- additionally proposes a stochastic material sampling for material blending
- presents how to combine the techniques in a path-tracer implementation
- the article presents hardware and shader compiler improvements for the new Malig G710 GPU
- provides details into how the improvements compared to previous generations
- additionally provides updated best-practices for best performance
- the forum post presents the proposal to integrate HLSL and DXIL support into clang/LLVM
- discussion presents insights into the tradeoffs in the compiler backend and difficulty with GPU architectures
- the article provides an introduction to WebGPU for compute shader workloads
- starts from the basics and walks through all steps required to implement a simple 2D ball physics simulation
- shows how to upload readback data from the GPU
- the page contains information and links to all the talks that AMD will present at GDC22
- lists what new tools and libraries are going to be announced
- number of talks will be freely accessible on GPUOpen
Thanks to Robert Wallis for support of this series.
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