- experience of using vulkan with AMD drivers (stock and open source)
- comparison of register usage with different shader compilers
- Khronos event focused on experiences of game developers that ship Vulkan versions on May22 in Cambridge
- compressing animation key frames relative to the bind pose and presenting results
- results are data dependent, on Paragon dataset saves 7.9% but increases compression time
- new model for layered materials
- statistical analysis that uses an atomic decomposition of light transport to predict scattering in the layered structure
- per layer statistics are combined into a scattering function as mixture of microfacet models
- in-depth look at the distribution of display resolution across the VR display
- how this influences the mapping of renderer output results to the final display
- physical display resolution is the same on both headsets (1080×1200 per eye)
- Oculus favors resolution over FoV
- Vive has a higher FoV but reduced resolution
- tutorial course covering representation, usage and applications of voxel DAG and multiresolution hierarchies
- voxel DAG take advantage of duplicated data found in voxel data sets
- how to
- compress color information
- construct a DAG using CUDA
- raytrace the structure
- use it for shadows in static environments
- unicode overview
- overview of different font rendering techniques
- look at how Slug renders individual glyphs and what is required to present good results for lines of text
- explanation of rules that apply to shader input structures and interstage linking
- differences between HLSL and SPIR-V semantics
- shows how HLSL semantics are expressed in SPIR-V
- blog series about the mathematics of spherical gaussians
- a gaussian function that is defined on the surface of a sphere
- and how to use the techniques for normal map filtering