- AMD released a new research framework aimed at the rapid development of multiple rendering implementations in parallel
- The first release contains a GI implementation and a reference Path tracer
- the article provides an overview of the Photon Mapping technique
- discusses the issues with ray counts from ray and path tracing methods and how photon mapping aims to reduce the number of rays
- developed to solve rendering caustics efficiently
- the paper investigates and presents the quality and performance influence of stochastic texture filtering
- stochastic texture filtering makes it possible to perform filtering outside of the lighting integral
- this could allow for the adoption of higher-order texture magnification filters as the introduced noise can be removed with temporal filtering algorithms
- the article provides a walkthrough of how to investigate a GPU hang found in Splitgate on Steam Deck
- shows how to narrow down the issue using Vulkan validation, the AMD open-source drivers, and UE source code access
- presents the complex interconnections of GPU systems
- the GDC presentation present a GI solution that aims to cache radiance into a cache hierarchy
- shows how the technique combines screen space probes with world space-level cells
- presents the implementation, quality, performance as well as limitations of the technique
- the video tutorial expands on the terrain rendering series by adding support for calculating LOD levels for each patch
- shows how to implement the technique using OpenGL
Thanks to Jan-Harald Fredriksen for support of this series.
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