- first release of a single header library for the construction and refit of Bounding Volume Hierarchy
- contains a generic C++ version as well as an AVX optimized variation
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- start of a planned 12 part tutorial series on the implementation of a software rasterizer
- currently available parts covers the steps required to render triangle as well as to interpoliate colors across a triangle
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- the article presents the findings of researach into compression of meshlet data for reduced memory usage
- discusses the various techniques and the effects on compression ratios
- additionally presents how they can be utilized my mesh and amplification shaders to decompress the data at runtime
- presents the effects on performance
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- the video provides a look back at the speakers career in the video game industry
- what they are looking for in graphis developers and programmers for video games in general
- the QA section provides further insights into what developers are looking for in new hires
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- the article presents a walkthrough of the development of a painterly post-processing shaders
- provides an in-depth discussion of Kuwahara filters and extensions
- shows quality improvements for the various steps of the process
- additionally presents runnable WebGL implementation of the techniques presented
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- the spec focues on the mathematical description of the shading model
- model is a linear blend of a metallic and a dielectric BSDF
- presents the parameters, derivations as well as visual examples of the visual quality
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