- A detailed discussion of the rendering color pipeline in Unreal Engine
- Explains color spaces, color encoding, and various stages of color conversion
- Presents post-processing effects and the importance of proper color handling
- An explanation of radiometry concepts such as Radiance, Solid angle, Irradiance, Radiant flux, and Radiant energy
- Ties these concepts together in the context of a renderer’s camera
- A look at various techniques to generate mipmaps for vegetation textures
- Discusses the problem of losing coverage and shape with classical downsampling techniques
- Compares various techniques and suggests their pros and cons
- An overview of techniques defining a WebGPU implementation
- Provides a high-level overview of the shader pipeline, culling, shadow rendering, and more
- Discusses light implementation, skybox, screen space reflection, etc.
- Source code is available
- A detailed discussion on the complexity of image format loading and display
- Insights into the image format landscape and tone mapping HDR formats correctly
- Additional topics include cursor rendering and optimizations
- NVIDIA released an interactive and free course about learning OpenUSD concepts
- Structured into modules, the course combines written guides and video tutorials for a comprehensive learning experience.
- Hands-on Jupyter notebooks let you explore practical examples and deepen your understanding of key topics.
- Just released: Applied Concepts courses on composition arcs, asset structure principles, and data exchange pipelines
- An overview of different MSAA modes in the Metal API
- How to adjust the MTKView wrapper to create a memoryless MSAA target
- Shows the effect of this change on memory usage
- Challenges developers face when implementing DRS on PC
- Covers hardware and OS interaction, latency, and user input variability
- Briefly discusses approaches to solving these issues on PC
- Video tutorial on implementing uniform buffers in a Vulkan application
- Explanation based on code changes from previous iterations
- Shows how to use the concepts to implement a 3D flythrough camera
- Announcement of Cooperative Vector Support extensions for D3D
- Exposes hardware-accelerated matrix by vector operations
- Enables access to Tensor Cores with neural shading in new RTX50 series GPUs
- Discusses updates to the Reflex 2 system
- Explains how changing camera views are applied by reprojecting the camera into the new camera space
- Shows how unfilled areas are filled through neural reprojection techniques
Thanks to Stephen Hill for support of this series.
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