- the presentations provide a detailed overview of the challenges when implementing Visibility Buffer RenderinVisibility Buffer Rendering
- discusses why classical rasterization techniques could be limiting on high triangle density and how
- presents the different challenges that need to be solved when implementing the technique
- for the challenges, present different possible solutions, discuss tradeoffs, and present performance numbers
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- the paper presents a technique that allows Harmonic Functions to be sphere-traced directly
- discusses use cases where the Harmonic Functions can be applied, such as grid shells, surface reconstructions
- A real-time shader toy demo is provided
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- the talk presents an overview of the Decima (Horizon Zero Dawn) cloud rendering system
- covers the different phenomenons that need to be combined to create realistic clouds
- discusses how to implement and combine the different aspects into a sading and modeling solution
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- the blog posts documents which extensions have been ratified and included as part of Vulkan Safety Critical
- clarifies how to provide SPIR-V for use with the validation layer
- additionally, it presents an update on the Driver support
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General Arcade, a porting and co-development studio that has worked with a wide range of clients, from indies to AAA developers and publishers, including Larian, From Software, Capcom, Devolver Digital, TinyBuild, and others, is seeking a Software Engineer with a rendering emphasis.
This is a great opportunity to work with a passionate engineering team on cutting-edge industry technologies.
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- the paper presents how to detect if a GPU workload is limited by instruction cache misses
- discusses techniques that can be applied to reduce instruction cache misses
- shows how to see the effect of the changes using the NVIDIA Nsight Compute tool
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- the blog post reveals that pix timing captures are internally using SQLite as a storage format
- provides SQLite code to allow access to the data in the container
- the provided example code shows different use cases, including comments to describe the functionality of each demo sample in detail
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- the blog post introduces AMD papers released at HPG (High-Performance Graphics) 2024
- covers Real-Time Procedural Generation with GPU Work Graphs, H-PLOC – Super-Fast BVH Construction, HIPRT – A Ray Tracing Framework in HIP as well as DGF – Geometry Compression for Micropolygon Meshes
- each comes with a short video to summarize the main paper developments and takeaways
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- the video presents a brief summary of Physically Based Rendering methods
- discusses the model as presented by Google Filament
- closes with a comparison against Phon shading results
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- the video tutorial explains the Vulkan render pass concept
- shows how to use a render pass to clear the framebuffer to a constant color
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Thanks to Jon Greenberg for support of this series.
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