- the paper introduces a real-time BRDF model addressing diffraction on rough surfaces
- shows the improved realism in Unity over the Cook–Torrance model
- presents a performance comparison against a base Cook–Torrance implementation
- the blog post presents how to profile WebGPU applications with Nsight, PIX, and Radeon GPU Profiler
- The presented solution takes advantage of context sharing and dll interception
- the paper presents an approach for incremental re-rendering of scenes
- it formulates image differences as a residual path integral, solved with importance sampling and path mapping
- presents speed-ups over previous methods and independent frame rendering
Grinding Gear Games are seeking experienced C++ Gameplay and UI Programmers to join our incredibly talented team. We’re after programmers to help design and implement gameplay and UI elements for Path of Exile using modern C++.
- the conference program for the High-Performance Graphics has been released
- will take place between July 26 to 28 in Denver
- the video shows an overview of Technical Papers to be presented at SIGGRAPH 2024
- shows a quick showcase of each trailer and a brief summary of the presented approaches
- the paper presents a method for the efficient extraction of mesh contours
- it proposes a simple, flat data structure that is GPU-friendly and uses patches bounded by normal cones and sphere
- discusses how to generate these patches and improve bounding sphere calculations
- presents a performance comparison against CPU techniques
- the next episode of the Vulkan tutorial series presents how to execute work to the GPU
- presents how to clear the image to a fixed color and integrate it with the presentation process
- new video tutorial series that will cover how to generate procedural shapes and patterns from shaders
- implementation is shown using Unity and Unreal Engine
- this video focuses on the reasons why to use the approaches and how to create a pattern with antialiased edges
- the video presents an approach to develop an ASCII art shader approach (converts 3D rendering to text)
- discusses methods, issues of the techniques, improvements and presents results on several different games
- presents how to map the techniques onto a compute shader execution model
- additionally presents other techniques that could be built upon
- the blog post presents a walkthrough on how to implement a raytracing classification shadow optimization using D3D12 work graphs
- first discuss an overview of the technique
- followed by a presentation on how to express this technique using HLSL and D3D12 work graphs
Thanks to Bruno Opsenica for support of this series.
Would you like to see your name here too? Become a Patreon of this series.