- the paper proposes a codec designed explicitly for meshlet compression within a mesh shader
- presents how to find optimal generalized triangle strips on meshlets
- discusses the lossless compression schema for index data
- additionally presents a crack-free quantization for vertex attributes
- performance results are presented, and the code is available
- the video explains the shader authoring pipeline for Vulkan applications
- discusses the different stages involved and how data is passed between stages
- shows the C++ necessary to compile shaders from text and load binary compilation results
- the article presents a detailed look at D3D12 work graph performance on Nvidia hardware
- shows a comparison of classification & raytracing pass using compute shaders as well as workgraphs
- uses Nvidia Nsight to collect reasons for the underwhelming performance
- the blog post shows how to profile an application with multiple processes using PIX for Windows
- the blog post provides a look at different mesh representation formats
- covering the pros & cons of various volumetric representations as well as implicit representations
- concludes that for authoring workflows, volumetric representations are now feasible and offer various advantages
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- the paper presents a new method for the representation of skinned meshes with deformations for raytracing
- method allows for a compact representation of micro-triangle geometry through the hierarchical encoding of displacements
- shows how to animate base meshes and apply additional displaced movements on top
- the blog post introduces WebGPU-powered puzzles that aim to teach graphics programming
- different independent units explain concepts and allow users to write and interact with GPU concepts directly in the browser
- teaches the fundamentals in text and expands during the different lessons
- a diagram that visually explains left-handed vs. right-handed coordinate systems
- additionally presents which concepts are independent of the handedness
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