- 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
- 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
- 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
- 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
- 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
- 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
- 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
Thanks to Cort Stratton for support of this series.
Would you like to see your name here too? Become a Patreon of this series.