- 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.
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