- the article presents how to use compute-shader based Variable Rate shading techniques to reduce the cost of raytracing
- shows how to decide on the shading rate per-tile
- compares a thread based rejection efficiency against wave-based rejection
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- the article extends the BVH constructed over the last couple of posts to implement a more complete raytracer using it
- shows how to extend the barycentric coordinates to implement texture sampling and generate per-pixel normals
- it additionally shows how to implement reflections and recursive raytracing
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- the detailed post presents the basis knowledge required for a single image deconvolution (remove blur) filter
- it discusses the theory, algebraic, and frequency domain approaches
- it additionally shows how to combine all the elements to create filters for linear deconvolution
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- the blog post presents that PIX is now supported on Arm devices
- additionally, Qualcomm added a plugin to allow hardware counter collection on many devices
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- the video tutorial presents how to implement shadow mapping using OpenGL
- shows the necessary theory underlying the technique
- then proceeds to show the different aspects of the implementation
- additionally, it presents common problems of the algorithm and how to resolve them
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- the paper presents the idea of the usage of a meshlet atlas for texture space shading
- the presented technique is based on meshlets and transforms per-meshlet information into texture space where shading for the samples will take place
- shows how to use meshlets as the basis for texture space management to use the available texture space efficently
- additionally compares quality and performance against other methods
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- the blog post describes the different methods WebGPU offers to upload data from the CPU to the GPU
- shows different use patterns and what the advantages/disadvantages of each method are
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- the article presents a frame breakdown of the PC version of Elden Ring
- shows the different passes, from color passes to post-processing, and finally UI composition
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Thanks to Ken Russell for support of this series.
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