- the program has been updated with links to the recording of all talks
- not all papers are available yet; only the author-released copies are available at this time
- the article describes the trade-offs between storing vertex information in a single buffer compared to storing the data across multiple streams
- presents how splitting can have a positive impact on cache usage as well as reduced power consumption
- a collection of papers presented at SIGGRAPH 2022 with a one-sentence summary
- provides links to the ACM entries that provide access to the papers
- the paper presents that common image metrics are not a great metric to detect the subjective quality of HDR reconstruction methods
- shows that only significant changes in metric results are likely to be an improvement
- suggests that color shifts are more noticeable to the human perception system than most metrics
- the video shows how to implement the Cook-Torrance microfacet BRDF
- provides an overview of the theory first
- shows how to implement the technique with GLSL
- the spec for the new features of shader model 6.7 has been released
- contains summaries and links to the detailed specification section for each feature
- the article presents how to write a metal shader to generate a 1D gradient
- this is taken as the basis and expanded to generate a 2D, radial, and angular gradients
- source code is provided
- the article contains a small overview of steps taken to port the AnKi engine to support Android
- discusses how the problem was broken down, issues encountered, and workarounds required
- the video tutorial presents how to implement 3 different methods of distance fogs from the ShaderX2 book (released in 2003)
- implementation is shown in OpenGL/GLSL
- presents a comparison of the three presented techniques
Thanks to Trevor Black for support of this series.
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