- the article presents how to use per-pixel linked lists to implement order-independent transparency
- presents performance and memory results of the solution
- it additionally discusses limitations and a look at alternatives to reduce memory overhead
- the article presents a discussion of the different physical Units used for light description
- provides explanations for each unit and the relationship between them
- it includes a handy summary graphic as a cheat sheet to remember the relationships
- the article compares BC decompression libraries
- compares the level of format support, decoding performance, and build complexity
We have several project openings for a Senior/Principal or Lead Rendering Engineer to work on new/all original IP’s, which are being developed in Unreal 5 and are true cross-play multiplayer games on PC, Console & Mobile.
You will work collaboratively with artists, designers and engineers to realize our beautiful, stylized visual target.
The ideal candidates are broadly experienced with optimization & profiling CPU/GPU on multiple platforms, creating content workflows/pipelines and experienced with both R&D and production systems/features.
- the blog posts announce the release of a first preview of the DirectML backend for the TensorFlow 2
- this allows workloads to be executed on generic D3D12 capable GPUs (AMD, Intel)
- AMD released FidelityFX™ Super Resolution 2 (FSR2) to the public
- source and documentation about the integration is available
- it additionally provides information about the different modes and provides comparison images in different scenes
- Khronos is sharing the first details about what the cross-vendor Vulkan mesh shader extension will look like
- presents what the differences to the VK_NV_mesh_shader will be and what to take into consideration when designing a solution today
- the paper presents an overview of the NVidia Fast Volume Rendering with Spatiotemporal Reservoir Resampling paper
- video compares against previous results and how ReSTIR techniques can help to reduce noise and require a large reduction in sample counts
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