Descriptor Pool Challenges in Vulkan [wayback-archive]
- looking at the descriptor pool problem with multiple worker threads
 - variable workload makes it difficult to correctly size the pools
 - discussions of workarounds
 - proposal of a flag for lock-free descriptor allocation
- looking at the AMD driver code for viability
 
 
The Machinery Shader System (part 1) [wayback-archive]
- base shader system includes
- authoring shaders and render states
 - system for loading/reloading shaders
 - passing constants and resources from game code to the shaders
 
 - common problems with shader systems
 - design goals for the new system
 - walkthrough of the shader compiler interface
 
HDR games analysed [wayback-archive]
- analyzed HDR screenshots from Xbox one
 - luminance ranges of different games visualized as heat maps
 - showcases HDR settings offered in different games
 
Efficient Rendering of Linear Brush Strokes [wayback-archive]
- represents the stroke as a circle continuously sliding along the stroke axis
 - stamp function is being numerically integrated per pixel, allows rendering in a single pass
 
Efficient Rendering of Linear Brush Strokes - my graphics research paper explained [wayback-archive]
- additional information and simpler explanation of the paper
 - more details about the problems of modeling the brush stroke discreetly
 
Framegraph - example implementation
- implementation of rendering pipeline as graph of render tasks and resources
 - based on the frostbite frame graph design shown at GDC 2017
 
Determining Triangle Geometry in Fragment Shaders [wayback-archive]
- how to calculate the screen space vertex positions in a pixel shader
 - using the standard derivative functions dFdx and dFdy
 
Khronos Announces glTF Geometry Compression Extension Using Google Draco Technology [wayback-archive]
- extension that allows storage of compressed geometry within gltf files
 - up to 12x size reduction
 
ACES Leadership response to “ACES – Retrospectives and Enhancements”
- responds of the ACEs leadership to the ACES – Retrospectives and Enhancements document
 - “The broadened scope of ACES beyond its original context will be accounted for with Video Games being a strong adoption driver to be reckoned with”
 
- AMD CPU profiler
 - new GUI
 - support for Ryzen processors
 
The Forge Cross-Platform Rendering Framework - 1.03
- added first iOS support
 - many updates and fixes