- the blog post provides a visual introduction to Raymarching
- builds up from simple spheres to animated shapes and concludes with more complex terrains
- all examples are provided as javascript and GLSL code examples that are fully live and editable
- the article provides a brief overview of alpha blending and weighted averages
- additionally shows a simple technique to create a perspective effect
- the article discusses how to compress the data for the Gaussian Splats technique for reduced memory usage
- presents how to re-order data for spatial coherence, compressing data relative to a local reference point
- discusses how to compress splat data as textures and the effect of different BC compressions on the visual quality and memory reduction
- the series of blog posts covers floating points and fixed point representations for numbers
- discusses different representations for numbers, how to estimate precisions and ranges
- shows how floating point numbers are expressed in hardware and how to implement common mathematical operations
- the video presents an overview of virtual texturing
- discusses texturing concepts and how to represent textures using tiles
- shows visual presentations of the variations of texture resolution required and how it affects which tiles of textures are required
- implemented for N64
- the 2024 Vulkan conference Vulkanised is looking for speakers
- the blog post discusses topics being searched for, what is required for a talk proposal, as well as applicable submission deadlines
- the latest edition of the GPU Zen books is looking for authors
- the blog post lists some recommended topic, answers to frequently asked question as well as deadlines
Thanks to Eric Haines for support of this series.
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