- the video explains the theory underlying the resampling of continuous signals into distinct samples
- presents how various aliasing artifacts are caused and how sampling and reconstriction filters prevent them
- explains the examples of image resampling

- the paper presents a GPU-based method for the generation of dynamic texture atlases for texture-space shading
- explains the limitations of existing methods and how this algorithm aims to improve it
- presents performance and quality comparison against existing methods

- the video discusses the challenges facing modern game graphics development
- focuses on how different approaches to world and game design affect what techniques are possible

- the video explains how to design a flexbox-like layout algorithm
- visually explains the flow of layout operations in a multi-pass structure
- explaining all the tools required to implement relatively complex layouts

- 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 a look at the special case shadow handling for Infinity Nikki
- discusses the various shadow systems, how they interact with other features and limitations
- explains how many unique case systems can help to achieve game design requirements

- REAC 2025 is looking for talk submissions until March 28
- the paper describes what topics the organizers are looking for and how to apply

- video recordings of Vulkanised 2025 talks have been released
- covers a large number of topics from updates to HLSL, neural networks, swap chain management to GPU-driven command generation
- slides are available

- the talk provides an introduction to the Vulkan Device-Generated Commands API
- explains the steps required on the C++ side to record and execute commands
- covering command buffer management, synchronization, API restrictions as well as limitations

- the video explains the shader abstractions that can be found in Unity but are missing in Godot
- provides an open-source implementation that aims to re-implement certain features for compute shader

- a platform similar to Leetcode for CUDA applications
- provides challenges and allows developers to submit and compare implementations

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