- the article presents a method for efficiently calculating the Cumulative Distribution Function or CDF, for image-based lighting
- explains the underlying prefix sum algorithms
- shows how to improve the initial implementation for improved GPU performance
- the implementation is provided using CUDA
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- the article provides a brief overview of the rendering engine architecture of the indie game Solar Storm
- presents how the systems are designed around immediate mode principles
- shows how the world is built up, shaders are created, and objects submitted for rendering
- additionally presents a quick look at post-processing and performance
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- the blog post provides a walkthrough of the author’s implementation of grass rendering using compute shaders + indirect draw
- shows how the instances are generated, animated, and culled, as well as how LODs have been added
- code samples are presented using Vulkan
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- the article presents how to implement screen space reflections using a single shader pass
- starts from a basic technique description and presents how to resolve common issues
- each step and improvements are visually represented
- the source code for a Unity shader is provided
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- the article provides an in-depth look at the Smooth-Minimum operator and its characteristics
- shows that many varieties exist, and they all have different strengths and weaknesses
- presents examples of all and discusses when to use the different variations
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- the article provides an in-depth look at the hardware details of the Snapdragon 8+ Gen 1 GPUs
- shows the hardware design, compute throughput, performance, cache performance, and much more
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- the video tutorial explains the concepts related to GPU hardware detection
- shows how to enumerate connected GPUs, what capabilities they support, and how to pick the hardware that matches the application requirements
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