- the article presents an overview of the shader compilation pipeline in Wicked Engine
- presents how to track header dependencies when using the DXC shader compiler and how to detect changes to trigger recompilation
- presents pointers on how to unify Vulkan and D3D12 shaders as much as possible
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- the Sponza rendering scene has been updated
- it now contains 4K PBR texture sets and high-resolution geometry
- optional packages such as curtains, ivy, trees, and emissive candles are available too
- additionally, a fully rigged and animated knight model has also been released
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- the article presents the screen space solution for Global Illumination
- presents the four steps of the process and how the individual results combine
- code examples for different steps are provided
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- the article presents the authors’ first experience with writing a compute shader to implement a Gaussian blur
- presents the different stages of the experiment, presenting performance numbers for different work sizes and execution patterns
- this shows how writing pixel shaders can outperform unoptimized compute shaders by a large margin
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- the article presents how to use a Surface Area Heuristic (SAH) to improve the quality of the BVH generation
- shows how much speedup can be achieved with the use of the heuristics
- it additionally covers additional performance optimizations through ordering changes and the usage of SSE
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- the article presents improvements to the new profiler version
- contains support for raytracing performance counters and inline raytracing
- additionally, searching in the ISA of the pipeline is directly supported now
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- the article presents how to reduce the time required for the presented BVH build from seconds to milliseconds
- shows an alternative split plane and binning algorithms to speed up the process
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- the video tutorial explains how to modify UVs from a shader graph in both Unity and Unreal Engine 5
- explains the concepts step by step and presents the results
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- the talk presents the Slang Shading language
- presents how generics and interfaces are implemented in an efficient way for GPU execution
- shows how the language has been deeply integrated into the Falcor material model
- explains the building blocks for cleaner parameter binding logic across APIs
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- program for the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games has been released
- the conference will take place Tuesday, May 3, through Thursday, May 5, in a virtual setting
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- the Digital Foundry video analyses the performance of the UE5 Engine
- presents a comparison between hardware-accelerated and software only Lumen in terms of performance and quality
- shows how CPU limited the demo tends to be
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- the video provides an overview of tessellation shader concepts
- shows how to implement a basic tesselation shader using OpenGL
- the example presented shows how to adjust the tessellation level of a plane dynamically around the curser
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- the article introduces standard terms and concepts used in compiler literature
- applies the concept to start explaining the conversion from unstructured control flow into structured control flow
- discusses common patterns and issues found in the DXIL generated from DXC
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Thanks to Leonardo Etcheverry for support of this series.
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