- Article discusses implementing backface culling in mesh shaders
- Compares the efficiency of three different methods: Cluster cone culling, precomputed visibility masks, and multi-cone culling
- Presents performance numbers for each technique on different scenes
- the article presents progress on a Rust-based home graphics engine project
- focuses on the discussion of how to integrate resource management into the Rust memory model and GPU-driven rendering considerations
- presents how to setup bindless rendering pipelines, implement frustum culling in compute shaders, and how to integrate with an ECS-based engine
- the article presents improvements done to the AMD GPU profiler
- It primarily focuses on the shader/pipeline disassembly view improvement and has been updated to make it easier to navigate
- but also mesh shader and Conservative Rasterization mode have been added to support
- the video explains how to use partial derivatives in HLSL shaders to calculate the amount of light distortion to calculate refractions
- presents the results and implementation using UE4
- the video tutorial explains how matrices are combined
- visually explains the operations by explaining how a robotic arm transformation is implemented
- followed up by explaining how the multiplications are implemented mathematically but always visually explaining the relationships
- the video explains how PVS (Potential Visibility Set) used by Quake is implemented
- visually shows how the graph is constructed and what optimizations were applied to optimize the set further
- the article explains how star wars battlefront explosion VFX has been implemented
- shows how flipbook textures are combined with LUT textures for recoloring as needed
- the article explains a series of Interpolation and shows how they build up to cubic Quaternion interpolation
- covers Hermite Curve, Catmull-Rom Cubic, and finally, Quaternion Catmull-Rom Cubic Interpolation
Thanks to Nathan Reed for support of this series.
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