- The blog post announces the release of the Mega Geometry SDK
- This entry provides a summary of the various samples and libraries

- Nvidia released a beta version of Neural Texture Compression
- A neural network is used to compress all textures of a PBR set together
- This can either be decompressed at sample time or be transcoded into BC during texture load
- The readme provides a brief explanation and example data

- The paper introduces turning 3D Gaussian Splatting from unstructured into structured structure using spherical UV mapping
- The paper presents how the mapping allows existing models to better operate on the image formats
- Shows improvements in compression and quality

- This blog post introduces the release of the AMD Dense Geometry Compression Format SDK
- The format aims to be the equivalent to what BC/ETC is for textures but instead for geometry
- Explains limitations of the current solution and how the format aims to overcome it
- The SDK contains how to compress, view, and decompress the data (both on the CPU and GPU)

- The video tutorial presents how to implement a world space-based effect that allows blending between different world rendering styles
- Implementation is done using a mix of visual shading language as well as HLSL
- Presents simple shapes as well as texture-driven outlines

- The blog post provides a high-level discussion of why Unreal Engine games commonly encounter micro stutter related to shader loading
- Discusses the various systems Unreal Engine contains and introduces new methods to reduce the problem
- Additionally, it discusses available debug options that should help developers verify the efficiency and introduce solutions during development

- The video visually explains the most common mathematical concepts that are encountered in game development
- Covers interpolation, trigonometry, vectors, dot-product, matrices, quaternions
- Presents each concept with practical and visual examples

- The article discusses a technique that uses Stable Diffusion to generate a tileset
- Discusses how to drive the model to generate the transition tiles between a known set of materials
- Presents the limitations and issues with the developed model

- The article presents a simplified model for Vulkan and D3D12 Extended Barriers
- Discusses both textures and buffers and how different hardware interacts with them
- The code for the implementations is available

- The article presents a series of post-processing effects that build upon the same underlying techniques
- Each effect is explained and presented with detailed visualizations
- Additionally, each effect is demonstrated as a real-time implementation that can be interacted with directly on the website

- This video tutorial series covers the implementation of a Vulkan renderer
- In this episode, you will learn how to create, load, and sample a texture

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