- how the stylized vfx in Rime was implemented
 - short overview of fire and smoke effect
 - in-depth overview of the water rendering implementation
 
- explanation how to query reflection information from SPIR-V shader
 - brief overview of the the SPIR-V type system
 
- explanation of the implementation of Pixel Projected Reflections using vulkan
 - supports approximation of normal maps and roughness
 - comparison against brute force ray tracing implementation (image quality and performance)
 
			
    
- how to implement a ray tracer using a compute shader in unity
 - features supported: sky box, ground plane, spheres, reflections, directional light with hard shadows and a basic material system
 - simple temporal anti-aliasing solution
 
			
    
- shows the steps leading up the final implementation
 - uses a fixed weight for all contributing samples. If sample doesn’t contribute, blend in the current average color instead
 - clamping sample size when sample is further away then the center sample. This makes sure out of focus background do not blur into in-focus foreground objects
 
			
    
- texture compression library in just 500 lines of C code + Zstd
 - zpng compressing is quicker, takes 6% of the time and output size of the image is 66% compared to the png reference
 
- presentations from the Vulkan Montreal dev day
 - including updates about HLSL in Vulkan and descriptor indexing
 
			
    
- comparison of Draco and mesh optimizer output in regards to size and decoding time
 - Draco size compression is mesh dependent, can be larger. Always a lot slower to decode
 
- examples for arguments buffer have been published
 - allow the grouping of resources and constants into a single object that can be bound as a single unit
 
			
    
- tool that allows simplifications for static VR environments
 - takes RGB + depth as input images
 - generates simplified geometry that textures will be mapped onto to represent the scene
 - prebuild version can be found here: https://github.com/ddiakopoulos/seurat/releases
 
			
    
- build upon the ideas of moment shadow mapping
 transparent geometry is rendered twice
- determine transmittance function per pixel
 - composite all transparent surfaces
 
taking advantage of the fact that the logarithm of the transmittance can be accumulated additively
			
    
- overview of the new rendering API
 - build around method chaining for the initialization of descriptors