- The article explains spectral radiometric quantities.
- Presents how it relates to human perception to create photometric quantities.
- Additionally covers techniques to efficiently deal with spectral rendering implementations.
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- The Vulkan example presents how to use the VK_KHR_dynamic_rendering_local_read and VK_KHR_dynamic_rendering extensions to replace the need for render passes.
- Explains how dynamic rendering compares to Vulkan 1.0.
- Shows how local reads can be used to implement a deferred renderer with a composition pass.
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- The video provides a high-level introduction to compute shaders with OpenGL.
- Shows how to apply the concepts to the implementation of a particle system.
- Explains how to implement the shader, connect it to OpenGL, and execute the work.
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- The blog post calls out that color spaces such as CIELAB don’t offer perceptual brightness for all colors.
- Explains how certain colors appear brighter to humans than others at the same hue.
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- The blog post provides examples of how different HLSL implementations cause very different codegen results.
- Shows that unintuitive implementations can be required to allow the compiler to map to native instructions.
- Suggests that compiler pattern matching hinders performance and it could be beneficial to expose native instructions as intrinsics.
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- 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.
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- The video provides an overview of the Mega Geometry technique by Nvidia.
- Aims to solve the issue of streaming clusters into acceleration structures without BVH rebuilds.
- Discusses new possibilities of the presented demos.
- Currently an Nvidia-only API.
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- The video recording of a talk that discusses Compact Poisson Filters to allow fluid simulations for interactive applications.
- Explains the solver technique and implementation steps in detail.
- Presents performance and demos of the technique.
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- The blog post explains how to implement a dissolve shader.
- Presents examples of different methods for the implementation and compares them visually.
- Additionally provides examples of the technique when applied to particles.
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- Collection of blue sky posts covering tech art.
- Contains videos and pictures of in-progress projects.
- Additionally contains a number of links to tutorials and posts covering a variety of topics.
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- The blog post discusses different classes of HLSL instructions and associated costs on RDNA hardware.
- Presents how many instructions are required for the various patterns.
- Additionally presents insights into other patterns that can affect the performance of generated code.
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Thanks to Jasper Bekkers for support of this series.
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