- the blog post provides an overview of the new VK_KHR_pipeline_binary that allows direct retrieval of binary data associated with individual pipelines
- this extension allows applications to write custom caching, pre-compilation as well as loading mechanisms
- The article explains what the extension allows, how it’s exposed, and considerations when designing a caching system
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- the paper introduces a new method for precomputing indirect lighting into a novel form of Irradiance Volume
- It discusses how two approaches, one neural net and one parametric function based on ReLU fields
- presents performance and memory usage information and presents comparisons against existing solutions
- additionally discusses the limitations of the technique
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- the author presents a discussion of how to apply software rasterizing to the problem of hair rendering
- technique is based on the Frostbite technique from the presentation “Every Strand Counts: Physics and Rendering Behind Frostbite’s Hair”
- discusses the implementation of the steps that make up the technique, such as spline projection, rasterization using edge functions, as well as interpolation information along the strands
- WebGPU demo and implementation is available
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- the blog post describes the reasoning why SDL GPU doesn’t require a single portable high-level shader language
- focuses on the complexity of the shader ecosystem, how different formats are converted and required to be across platforms
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- the video explains how to implement a perspective-animated grid with a color gradient
- presents how to implement perspective wrap in UV space
- combines with other nodes to create the effect
- implementation is shown in Unity and Unreal visual shading languages
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- SDL GPU abstraction has been merged into the main branch
- provides a D3D11, D3D12, Metal and Vulkan implementation layer
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- the article presents the effects of applying ML upscaling algorithms repeatedly to the same image
- compares against the effect of repeatedly scaling an image using a Lanczos filter
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