- the article presents an overview of use cases for mesh shaders
- shows how to implement a mesh shader implementation that breaks down a mesh into parts and culls these
- presents frustum culling and cone culling for a meshlet-based model
- the blog post introduces the VK_EXT_shader_object extension that allows Vulkan to be used without pipeline objects
- instead, applications create shader objects for each stage (and optionally link these). All state setting is dynamic
- the article describes performance expectations that drivers need to follow if they report the feature as supported
- additionally describes how to test the feature on hardware today
- the paper introduces a generalized ray concept into wave-optical light transport
- presents how to use the generalized concept to apply path tracing sampling techniques to wave behavior modeling
- shows how the technique compares in quality and performance to existing techniques
- the new D3D12 SDK adds support for CPU and GPU shared heaps on iGPUs and GPUs with re-bar support
- additionally adds support for texel coordinate sampling
- the article explains what function derivatives are and how they are helpful in shaders
- presents a couple of examples to show derivatives in action
- slides of the GDC talking covering Geometric Algebra have been released
- the presentation covers the building blocks of the algebra and how it connects to concepts from other algebras
- shows how common operations and primitives can be represented using Geometric Algebra concepts
- the detailed video tutorial shows how to implement raytracing applications
- explains and implements concepts such as reflection, simple sky models, depth of field, lighting, and much more
- the new API allows applications to disable the use of kernel WRITE_WATCH for CPU-visible GPU memory
- applications promise to track access and inform pix explicitly instead of relying on the OF
- this is required because of limitations in win10 and non-insider builds of windows 11 today that affect performance negatively
Thanks to Adalberto Bruno for support of this series.
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