- the blog provides an overview of changes to the Slang shading system ecosystem
- Slang is now part of Khronos and adds support for Metal and WebGPU
- additionally, improved type system, Unicode, as well as atomic support

- the article provides a look at various anti-aliasing techniques
- presents many interactive examples to demonstrate the techniques and allows experimentation with them

- the blog post announces the release of a new encode AV1 extension
- Vulkan Video now provides full decode AND encode acceleration for the H.264, H.265, and AV1 codec
- additionally presents an overview of the Encode Quantization Map extension and how it allows applications to better control the encoding quality

- the talk provides an overview of the GPU-based rendering implementation
- presents an overview of how the different stages of a frame are implemented
- covering scene representation, culling implementation, shadow rendering, mesh shading, and more
- additionally presents an overview of the frame performance

- the slides for a talk given at the Graphics Programming Conference 2024 have been released
- provides an overview of AMD hardware execution patterns, what occupancy is, and how it affects performance
- the slides don’t have speaker notes, so following them is a bit difficult at times

- the article provides a high-level overview of how to use AMD profilers to investigate cache miss behavior
- explains the different available hardware counters and how to interpret the results

- the article explains the concept of in-flight frames in computer graphics applications
- shows how the execution pattern between CPU and GPU requires synchronization
- additionally discusses how it affects memory usage, latency, and execution performance

- the video explains how to set vertex buffers using Vulkan
- shows the implementation for allocation memory and uploading data for GPU access

- the video tutorial explains the theory behind image-based lighting
- presents how to implement pre-filtering for the diffuse lighting component
- shows many visualizations of the involved steps

- the blog post provides an overview of what has been discussed for changes to WebGPU

Thanks to Steven Cannavan for support of this series.
Would you like to see your name here too? Become a Patreon of this series.