- the paper presents an overview of the performance characteristics of synchronization primitives
 - discusses what factors affect performance and presents performance results for these factors
 - presents an open-source testing framework to measure these effects
 
			
    
- this proposal discusses an alternative approach to Pipeline caching in Vulkan
 - explains limitations of the existing Vulkan methods
 - presents how the proposed solutions suggest solving limitations and giving application developers more control
 
			
    
- the author presents how Geometric Algebra concepts are often defined in the literature and what better definitions look like
 - discusses different concepts such as Inner Products, Contractions, and duals
 - additionally ensures comparing the best possible GA implementation against the best possible matrix implementations for a more fair comparison of the implementations
 
			
    
- the D3D12 tutorial presents how to get started with compute shader usage
 - explains the steps required to setup shaders, create the necessary API objects, and execute the shader
 - source code is available
 
			
    
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- the blog post explains how HLSL shaders compiled for mesh shader usage with Vulkan require special annotations
 - default shader behavior doesn’t handle it correctly, and it only fails on AMD without any validation errors
 
			
    
- the article discusses a method to allow virtual geometry to be represented in ray-tracing scenes
 - explains issues related to BVH construction and LOD selection
 - shows how to integrate generation logic into loading and runtime frames
 
			
    
- the video develops a mental model for 4-dimensional space
 - explores where the space is located and what it represents
 - starts exploring the space via generalization of concepts from 2D to 3D and finally to 4D
 
			
    - the short blog post presents how to use human-readable ISA documentation to decode one CDNA instruction
 
			
    - AMD released ISA documentation for RDNA2 and CDNA ISA
 - additionally, it presents a small example application that presents how to use the released data
 
			
    
- the blog post introduces a prototyping programming platform for shader development
 - exposes a way to use a visual node graph editor and HLSL shader nodes for the development of shader techniques
 - allows the export of the developed solution into D3D12 code (more targets will be supported later)
 - the video tutorial presents how to use the system and the debug tools available to implement a box blur technique
 
			
    
- the video tutorial explains how to load vertex information from within a Vertex Shader instead of relying on fixed function hardware
 - provides an overview of the concepts of Programmable Vertex Pulling and use cases that are enabled through it
 - implementation is shown using OpenGL
 
			
    Thanks to Lesley Lai for support of this series.
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