- Nvidia open-sources MDL distiller and the GLSL backend
- MDL distiller is a system for automated shader simplifications
- the GLSL backend enables the usage of MDL for Vulkan applications

- A database of physically based values for CG artists (materials, Light Sources, Cameras)
- contains material information of familiar materials in a unified interface
- materialX, unity, and unreal shader graphs are available for the different materials

- new PIX release allows profiling to target different GPU clock rates (controlled by the hardware manufacturer)
- added the ability to export metrics to CSV
- additionally, added support trimming of captures

- the post explains how to set up budgets for pix metrics
- can be defined for the user or system metrics

- the article explains the theory of a Gaussian blur algorithm
- shows how the filter is defined, sample weights calculated
- it additionally presents how to implement the technique using a Unity Pixel Shader

- the article presents a description of the texture/buffer/sampler binding model supported by different hardware manufacturers
- discusses how Vulkan and D3D12 models map onto the hardware
- additionally discusses problems arising from the differences

- the presentation provides a brief overview of the implementation details for the Nvidia path tracer and the level of optimizations required to archive the performance
- presents open problems in data authoring, scene description, and material complexity
- shows ideas on how techniques can be developed together to deliver improved results

- a growing collection of content from SIGGRAPH 2022
- presentations, slides, videos, and posters

- discusses the limitations of linear perspective and how classical artists rarely used it
- present non-linear projection techniques and how they can be used
- starts a discussion on how to computationally model and apply these methods

- the article presents a technique to generate explosion decals aimed at a 3D topdown game
- based around forward shading, a projected 3D sphere with procedural noise

- video tutorial shows how to implement a bloom effect using Unreal and Unity shader graphs
- starts by showing visually how the effect works using photoshop before implementing the code
- followed by presenting a walkthrough of the total effect

Thanks to Keith O’Conor for support of this series.
Would you like to see your name here too? Become a Patreon of this series.