- the blog post presents the latest development in HLSL development
- shows that first basic HLSL shaders can be compiled in clang mainline
- provides an overview of upcoming HLSL language revisions and upcoming changes
- additionally introduces that public HLSL meetings are taking place reguarly

- the paper introduces a new blending method to smoothly blend textures and materials while preserving local contrast and texture details without ghosting or blurring
- presented techniques uses simple image processing and computational photography techniques without additional preprecessong steps
- WebGL demo is provided

- the blog post gives an introduction into Signed Distance Functions
- providing a high level overview of the technique and what can be created using them
- additionally provides information on where to find further information
- as well how to modify functions for further effects

- the video tutorial provides an overview of the Raymarching algorithmn
- then presents a walkthrough on how to implement the technique in Godot shading language

- the article presents a couple of small optimizations Infinity Nikki
- presents how windows are only one-sided
- additionally presents how animations stop when outside the view range

- the blog post provides an introductionn into Stochastic Calculus
- explains developing applications in the field
- starts the explanation from a statistics calculus examples and expands to more advanced examples

- the article provides a detail discussion of considerations when designing UI for various devices and screens
- explains the different resolutions and scale factors that appliaction developers need to know
- presents practical examples of various ways to deal with the challenges
- shows which Godot tools are available to help

- GTC is happening March 17-21, virtually and in San Jose. Presenting the latest breakthroughs in generative AI, accelerated computing, simulation technology, and more.
- Register for free to enter my RTX 6000 Ada giveaway
- This post contains more details and my session recommendations

- the article provides the history of compressing textures on the GPU into block compressed formats
- discusses the various challanges of getting this working reliable on various Vulkan devices and drivers
- additionally presents how it can be achived on D3D12, OpenGL and Metal

- the article introduces that LLVM has added offical support for SPIR-V as a backend generation target

- the video provides an overview on how to use glMultiDrawElementsIndirect to draw a scene
- provides a discussion of the technique and shows how to integrate it into an exisitng OpenGL application
- showing how it affects the C++ and GLSL shaders

- the video tutorial continues the development of a custom lighting model in Unity and Unreal Engine
- in this part it presents how to intercept light information from the main scene light
- additionally presents how to improve ambient lighting

Thanks to Keith O’Conor for supporting this series
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