- the article provides an overview of a denoising solution for raytraced global illumination based on the findings of Metro: Exodus
- presents how to improve temporal accumulation through blue noise and geometry aware blurs
- it additionally sounds how the ambient occlusion term can be used for further improvement
- the article discusses a method for a simple non-PBR method to implement underwater caustics
- implementation uses a projection volume for multiple tiling textures
- code examples are provided using Unity
- the article presents a walkthrough of the implementation of a complete skybox model, including time of day, moon, sun, and stars
- it additionally shows how to integrate support for lunar and solar eclipses
- the implementation of the sky colors is implemented as a function of the sun position to sample multiple gradients
- the article describes a large number of changes and improvements made to the AMD and Vulkan Memory allocator
- the changes include new allocation algorithms, improved statics, support for custom pools as well as support for defragmentation
- additionally, the allocator can now be used when sub-allocating from a single large buffers resource
- a collection of slides and videos from AMDs talk at GDC 2020
- covering raytracing, FidelityFX Super Resolution 2.0, game rendering effects as well as CPU optimization advice
- Vulkan loader has been improved with more debugging capabilities and improved documentation
- additionally improved the testing framework to ensure more consistent behavior across layers
- podcast discussing the development and design of WebGPU
- talks about the restrictions, design goals, and how it fits into the broader graphics ecosystem
- the page contains links to the presentations (slides and video) to the talks given by Intel at GDC 2022
- covering upscaling, optimizations, VRS, machine learning as well as optimization advice
- the article provides in-depth details about the new Hopper GPU architecture for data center usage
- shows performance numbers, new capabilities, improvements as well as new
- the video presents an overview of techniques to represent more geometric details without having to use high geometric tessellation levels
- explains the differences between the different techniques, how they are related explaining strengths and weakness
- the blog explains the graphics foundations of Mach, a zig graphics foundation layer
- provides an overview of the unified API abstractions that use WebGPU and WGSL internally
- the paper presents a derivation of a representation for rotation and non-uniform scaling in a compact representation
- HLSL code for the implementation is provided
- contains a performance comparison against quaternions and matrix operations on RDNA2 hardware instruction costs
Thanks to Dirk Dörr for support of this series.
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