- the article provides a very detailed look at how a frame in Detroit Become Human is being drawn
- presents insights into how the shading pipeline is implemented, details into implementation for the various resource passes, vertex formats, interactions with animations, effects implementation, etc
- additionally shows a flow graph of how a full frame is structured with images of the resources involved in each pass
- the example project presents an example of how to use Slang with WebGPU
- shows how to use CMake integration to compile shaders from slang to WGSL (WebGPU shading language)
- additionally shows how to use the reflection API to generate binding helpers
- In the working document, Timothy Lottes records and suggests solutions for GPU programming issues in a compute shader context
- covers many problematic areas, from performance hints over shader compiler improvements, caching related, buffer access patterns, and much more
- provides example cases that offer insights into current shortcomings, performance issues, and shader compiler bugs
- the article presents how to use RustGPU to compile a compute kernel
- discusses the implementation details and interactions with the ecosystem
- additionally presents how RustGPU enables shader logic to be run on the CPU
- the article discusses the efficient implementation of Sparse Voxel Octrees
- presents how to build the required tree structures and traverse the created trees
- additionally provides advice to improve debuggability, performance, and robustness of the initial implementation
- The article presents the new Fragment Pre-pass hardware implementation available in upcoming Arm GPUs
- explains how the technique works, what it enables, and what are the limitations
- additionally, it discusses best practices for performance and shows some performance numbers
- My list of recommendations for books
- Covering Computer graphics, engine design, algorithms, collision detection, as well as knowledge management
- contains resources for beginners as well as advanced programmers
- A summary of the chapter Differentiable Graphics with Slang.D for Appearance-Based Optimization included in GPU Zen 3
- the article focuses on the practical usage of stochastic gradient descent and optimization from beginning to a working minification system for materials
- the article presents insights into how to upscale retro pixel art games for higher resolutions than the source material
- The suggested solution is using nearest for vertical and linear for horizontal
- the Vulkan code example presents how to use various modern Vulkan concepts to create compact sample applications
- presents how to use descriptor management, specialization constants, timeline semaphores, ImGui integration, etc.
Thanks to Aras Pranckevičius for support of this series.
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