- part 2 of the animated flag series extends the effect from the previous video
- adds support for allowing the flag to be rotated
- additionally shows how to recalculate the normals for improved lighting
- the talk presents an overview of linear algebra
- covering topics from the basics of vectors, complex numbers, operations between vectors, and more
- shows how intuition developed connects to geometric algebra
- the blog post introduces a new series about machine learning that aims to connect different disciplines
- provides an introduction to machine learning and shows how it can be expressed in shader code
- the blog post describes the The Marschner Hair Shading Model
- focuses on high-level information and develops an intuition for the model
- additionally provides corrections and extensions for ideas from the original paper
- the article presents the importance of tone mapping to reduce color clamping
- shows visual examples of different tone mapping implementations
- the article presents the types of checks available by the NVIDIA Compute Sanitizer
- shows how to use sanitizers to detect memory access errors, uninitialized device global memory access, thread synchronization hazard detection, and more
- each example is provided with source code to the issue and how the sanitizer helps to detect it
- the article presents a collection of recommendations for descriptor usage on Nividia using D3D12 and Vulkan
- discusses what are best practices, what should be avoided, as well as pitfalls to avoid
- the video presents how shaders are translated between HLSL and the target shading languages
- explains the limitations of existing solutions and why a custom solution was developed
- shows how DXC is used as a frontend and the steps necessary to convert to GLSL
- the video presents an overview of the RE ENGINE graphics stack
- shows how shaders/material are authored, how raytracing has been deeply integrated and optimized
- additionally presents how bindless allowed reduced CPU overhead and shows limitations, risks, and GPU performance impact of the approach
- briefly covers mesh shaders and visibility buffers
Thanks to Warren Moore for support of this series.
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