- the video recordings for the Rendering Engine Architecture Conference have been released
- covering a large number of topics from resource management, GPU-based mesh pipeline, testing approaches, and much more
- the blog post provides a detailed discussion of implementing meshlet-based virtual geometry rendering into Bevvy
- discusses how meshlet LODs are calculated, how meshlet culling has been implemented, and how they are rendered without mesh shader support
- presents findings from different approaches and discusses the pros/cons of the various approaches
- Additionally, it shows the integration work for supporting systems (depth pyramid generation, material shading, etc.).
- the blog post discusses the author’s experience learning Vulkan through the development of a small 3d engine
- presents the approach for keeping things focused and decisions leading to using Vulkan
- explains the API concepts and how they are used in the engine (shaders, pipelines, queues, etc.)
- additionally presents how higher-level techniques are implemented inside the engine
- the short paper presents how to reformat bezier interpolation using cheaper functions
- shows the implementation of quadratic, cubic, and higher-order polynomials
- additionally shows how a GPU implementation could take advantage of hardware linear interpolation
- the article presents a geometric and statistical analysis of the PCG2D hash function
- explains the terminology of random number generators and how they can be mapped onto GPUs
- visualization of provided using shader toys
- the blog post provides a high-level view that explains machine learning concepts for practical usage by graphics programmers
- presents the individual concepts and how DirectML maps them into compute shaders
- additionally presents an overview of the different passes that make up the Open Image Denoise implementation
- the blog post introduces the release of the first stable release of OpenPBR
- discusses the importance of the standard and the history of its development
- MaterialX now contains a reference implementation of the model
- the article presents how a rasterizer calculates intermediate values on a triangle
- explains barycentric Interpolation and explains the cause for common artifacts on PS1-level hardware
- then derives perspective-correct Interpolation that resolves the artifacts
- The videos for I3D paper presentations have been released
- covering Reducing the Memory Footprint of 3D Gaussian Splatting, SimLOD: Simultaneous LOD Generation and Rendering for Point Clouds
- additional Deblur-GS: 3D Gaussian Splatting from Camera Motion Blurred Images as well as Light Field Display Point Rendering
- the video provides an overview of the OpenGL Ecosystem
- explains the history of OpenGL and how OS integration compares to Direct3D
- presents what software layers are involved and which software components enable easier cross-platform development
Thanks to Cort Stratton for support of this series.
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