- AMD released documentation for the Micro engine and the RDNA 3 ISA
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- the blog post presents that the Brotli-G (GPU compression library) now allows a pre-condition step that allows further file reduction
- shows how to use the feature and what image formats are currently supported
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- the article continues the development of a voxel raytracer by explaining anti-aliasing and soft shadows
- presents the difference between numerical integration and stochastic integration solvers
- shows the technique with anti-aliasing first and derives soft shadows as a follow-up
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- the video tutorial explains the Vulkan command buffer concepts
- presents limitations that OpenGL had and how Vulkan can solve these
- shows the command buffer lifecycle, explains memory management
- presents how to use the API to operate on command buffers
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- the article discusses the design trade-offs for a shader graph system
- presents the complexity when integrating with modern complex shading systems
- shows how Unreal and Unity implement the ideas
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- the paper introduces the ZH3 format for spherical harmonics that fills the gap between linear and quadratic SHs
- The proposed solution improves the quality at the cost of a single extra coefficient per channel
- the source code is provided
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- the blog post discusses projection methods for spherical videos
- presents issues with existing methods
- reverse engineers what apples Methods appears to be doing and how it’s able to achieve higher quality
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Thanks to Keith O’Conor for support of this series.
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