- the video explains BC texture compression
- covers how the compression format works and the differences that exist
- explains guidelines on which format to use for different use cases
- additionally also covers SRGB color space and explains when/how to use it
- the paper introduces a new method for the triangle mesh reconstruction from an SDF representation
- The presented method is based on the insight that each SDF sample represents a spherical region
- generates an initial mesh and then shrinks the shell using a gradient flow approach
- the article presents improvements to using floating point atomic operations if all inputs have the same sign
- additionally discusses how half and double floating point numbers might be operated on with uint atomics
- the article presents how to implement Worley/Voronoi noise
- starts with Voronoi shapes and expands to noise
- additionally presents how to animate the noise
- the article presents a set of differences between WebGL and WebGPU
- covers clip space, synchronization, mip-generation, canvas handling, and more
- the latest version of the raytracing analyzer adds support for visualizing the rays in the scene
- allows each ray to be visualized, heatmap information, and ray types
- presents how to analyze performance given the provided information
- the latest edition of the Memory Visualizer adds improved support for resource aliasing
- additionally adds support for post-crash analysis
- the article presents changes in the latest AMD GPU profiler update
- improved work graph, instruction search, output merger state visualization as well as shader hashes
- the blog post provides an introduction to the Gaussian Splatting rasterization technique
- discusses the technique, data collection, training as well as downsides of the technique
Thanks to Aras Pranckevičius for support of this series.
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