- the video tutorial provides a starting guide to OpenGL debugging
- starts by covering CPU side error detection and apitrace (capturing tool for all API calls)
- additionally provides a collection of helpful tips to apply when trying to debug GPU side issues
- the article recaps the effects of linear transformations of random variables
- describes three different methods of estimating the effects of nonlinearities on mean and variance/standard deviation
- shows practically how color spaces can affect the behavior of operations such as blurs
- video tutorial presents a walkthrough of implementing volumetric god rays and subsurface scattering into a shadertoy
- all presented techniques are based on SDF rendering of a 3D sphere orb-like structure
- the new release of Pix supports DirectStorage visualization on the timelines
- article shows what is supported and how it’s represented in the UI
- Microsft has released the first public version of DirectStorage
- the release contains the API and basic simples about the usage of the API
- the article presents an introduction into Reservoir-based Spatio-Temporal Importance Resampling
- shows the basics of the technique building on the ideas of Resampled Importance Sampling
- clarifies how reservoirs work and how reservoirs can be intelligently combined to allow the sampling of large light counts with bounded performance impact
- the video course provides an understanding of the geometry shaders’ capabilities
- reviews the OpenGL primitives and presents the new adjacency types added for primitive shaders
- shows how to use the GS from GLSL
- additionally shows examples of Geometry Shader usage
- the video tutorial explains how to implement toon shading
- presents multiple approaches on how to achieve the desired look
- technique implementation is shown using visual scripting in Unity and UE4
- the video tutorial covering Tessellation shaders
- explains how vertex count can be the bottleneck of the GPU pipeline and how tessellation can solve the problem
- shows how tesselation shaders are integrated into the rendering pipeline and how they are used from GLSL and OpenGL
- additionally presents a few examples of tessellation shader usage
Thanks to Marius Horga for support of this series.
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