- the post presents a method for reducing the size of visibility output buffers and the effect on performance
- shows that it’s more efficient to recalculate ray differentials than it is to rely on hardware differentials to be stored in additional channels
- the article presents how to update a BVH tree for an animated mesh
- introduces the refitting technique to allow fast adjustments of an existing BVH tree for changing triangle data
- the article presents a walkthrough of how to use GPU Trace Analysis and GPU Profiler to identify performance issues in a shader
- presents examples of cases that show different limits
- the paper presents a database of 63 optimized and regularized SDF functions of varying complexity
- additionally, a tool for viewing and inspection is provided
- the article discusses the complexities of implementing ExecuteIndirect from a driver’s perspective
- presents what kind of functionality is affected and how it affects driver maintainability
- presents a look at the capabilities of VK_NV_device_generated_commands
- the video on how to implement ray-casting from the cursor position into a 3D world to allow the movement of objects
- discusses the necessary mathematical transformations
- presents how to implement the technique using OpenGL
- the blog post presents the new capabilities of the agility SDK
- new optional features allow the reduction of alignment requirements
- it additionally clarifies the copy behavior between resources of different dimensionality
- the thread explains the history of the PS1 hardware and how it defined the look of the games of the generation
- a collection of news from the graphics windows development world
- covering PIX, OpenGL on ARM, Dynamic Refresh Rate, as well as win11 updates
Thanks to Dominik Lazarek for support of this series.
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