- AMD released an extensive tutorial on how to use the Render Pipeline Shaders SDK
- broken down into multiple parts, it explains the basics to more advanced concepts
- shows how to render a triangle, express more complex resource dependencies, as well as how to interact between the graph and host application
- additionally shows how to take advantage of multithreading when recording commands

- the paper proposes a new method for the combination of rough surface NDFs
- The presented techniques aim to accurately simulate multiple scattering from heightfields with height-dependent roughness and material properties
- the solution is based on a layered-Smith microfacet model

- The paper presents a new method to represent materials utilizing learned hierarchical textures combined with neural decoders
- presents how to integrate the technique into real-time applications such as path tracers

- the article presents a history of graphics API and how WebGPU fits into the history
- shows an overview of how WebGPU works
- presents possible implementations for different programming languages and how to get started

- the guide contains best practices for using Sample Feedback on Nvidia hardware
- shows what is expected to perform well, what is not supported, and possible edge cases to consider

- the article presents the video functionality that Vulkan exposes
- discusses how to use the API and what pitfalls were encountered
- as the Wicked Engine is open source, code and links to the necessary implementation are provided

- the article presents an overview of Unit Gradient Fields (UGFs)
- UGFs offer a generalization over SDFs, enabling a more expressive language for implicit modeling
- this is only part one of a planned series on the topic

- the article presents an in-depth look at the performance of the latest Cyberpunk 2077 update
- shows how the hardware is utilized and what the bottlenecks are
- additionally shows how RDNA2 and RDN3 workloads compare

- the video tutorial about rendering terrain using OpenGL continues by explaining how LODs can be implemented for the terrain system
- covers how to create LODs and make sure the terrain doesn’t have any cracks

Thanks to Angel Ortiz for support of this series.
Would you like to see your name here too? Become a Patreon of this series.