- the article presents a new driver-level validation for Ray-Tracing implemented by Nvidia
- discusses what kind of issues can be detected by the system and how they are reported to the developer
- presents how to enable the system and expected performance overhead
- presents a complete walkthrough of the forward rendering model employed by Persona 3 Reload
- discusses how different effects are combined to create the stylized rendering effects
- provides an overview of shading, shadowing, and ray-tracing integrations
- presents how art-driven effects are integrated to improve the visual appearance
- additionally, it presents how the UI system is integrated
- the article explains the concept of Look Up Textures (LUT)
- shows different use cases with interactive examples
- discusses 1D and 3D Lookup textures
- covering examples from Left 4 Dead of how LUTs are used and the possibilities they enable
- the article discusses the feasibility of replacing 4X4 Matrix multiplications with Geometric Algebra concepts in a forward renderer
- presents the implementation of the required concepts and how to replace classical methods
- discusses conversion limitations when using normal maps
- additionally, it discusses the amount of instruction required for different operations
- Microsoft presents what will be discussed at GDC 2024
- Introducing DirectSR (Super Resolution), a new API for the uniform integration of different super-resolution solutions with the same API
- will be presenting an update on Work graphs and how they will affect GPU programming in the future
- the article presents the importance of profiling when optimizing
- shows a comparison between precomputed sample positions (with a buffer load) and on-the-fly computations
- the short video tutorial explains how to create and destroy a surface handle from a GLTF window
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