- This article provides an overview of the Render Pipeline SDK design and implementation
- it shows how the SDK can reduce the complexity of render graph implementations
- presents that it’s able to manage resource barriers and transient memory
- additionally presents a demonstration of the performance effects that could be observed from real game workloads
- video version is available
- the article provides an overview and history of raytracing
- it covers different styles of raytracing, common elements
- additionally provides a brief on how different phenomena can be simulated
- the video is the start of a new video series to render a height map using OpenGL
- shows how to load and render a terrain from a textural heightmap
- the video tutorial shows how to implement a shader in Godot that mixes two textures into a single material based on the normal directions of the mesh
- explains all the necessary vector space transformations, how to unpack normals as well as combine normals
- the video discusses new features in Cuda 12 and a look at future developemnts
- covering Dynamic Parallelism (GPU side task launching), lazy loading to reduce load time and memory usage
- additionally covers updates to the CUDA compiler, math library updates as well as compability updates
- the article presents a technique to improve the look of a particle based fluid system
- uses Metaballs to more smoothly blend the particles together as well as simple Refraction model
- implementation is provided in GLSL for Game Maker
- the article explains how the oneAPI API can be used to target intel, nvidia and AMD GPUs
- presents a high level explanation of the technical implementation and goals for the future
Thanks to Jon Greenberg for support of this series.
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