Youtube - Wolfenstein 3D’s map renderer
- in-depth breakdown of how the Wolfenstein 3D renderer works
- explanation of the ray-casting logic
- derivation of the mathematics found in the code
Fast way to render lots of spheres [wayback-archive]
- spheres drawn in pixel shader using ray-sphere intersection test
- vertex shader generates screen space bounding boxes from sphere center + radius
- allows debug spheres to be generated from other GPU kernels
Twitter - Ptex memory access pattern [wayback-archive]
- problems with Ptex in relation to access patterns and filtering
Voxel lighting [wayback-archive]
- flood fill lighting
- store light information for 5 directions and store propagation information for each
- how to use word level parallelism to speed up propagation
How-to: Debugging a non-visible model in Vulkan using RenderDoc
- how to investigate constant buffer data
- look at vertex shader input / output
- detect invalid camera position from vertex output
New Vulkan Assistant Layer Highlights Development Best Practices [wayback-archive]
- intended to highlight potential performance issues, questionable usage patterns, common mistakes
Reverse engineering the rendering of The Witcher 3, part 4 - vignette [wayback-archive]
- description of controls
- additional mask texture allows variation across the screen
- reverse engineered HLSL code
- on Tuesday, March 20th there will be a substance day at GDC
- open for expo pass and above
- list of AMD sessions at GDC