- the article provides an overview of Monte-Carlo and the Importance of sampling
- discusses how to derive the variance reduction of the Importance sampling technique
- shows how different approximations can present very different convergence behavior

- The article provides an overview of dithering colored images
- Discusses the importance of color spaces and human perception of the results
- Additionally, it provides a link to a separate article that focuses on monochrome dithering

- the blog post discusses the consideration of performance when designing general-purpose code
- discusses various approaches to thinking about the problem
- concludes that APIs should be designed to be “Not Obviously Bad” - avoiding obvious waste, such that if a random profile is taken, performance issues shouldn’t immediately stand out

- NVIDIA GTC is happening now – attend virtually for free.
- Presenting the latest breakthroughs in generative AI, accelerated computing, simulation technology, and more.
- Register to attend and enter my RTX 6000 Ada giveaway
- My session recommendations: An Introduction to OpenUSD, CUDA: New Features and Beyond, and more here

Reading AMD RDNA™ and CDNA™ Architecture Disassembly is a Breeze with AMD Radeon™ GPU Analyzer v2.12
- the blog post presents improvements to the Disassembly view in the GPU Analyzer
- can now present register pressure, branch visualization as well as tooltips explanations for the instructions

- the blog post presents new improvements to the AMD GPU Profiler
- this includes support for profiling compute-only applications (without present calls)
- as well as improved support for work graphs and DirectML workloads

- the video tutorial explains how to implement Screen Space Ambient Occlusion using Unity
- presents how to make the ambient component of the lighting pass aware of the ambient occlusion terms

- presents how to add support for a depth buffer into a basic Vulkan application
- explains how to set the resource creation, clear the depth target as well as the changes required to the object shaders

Thanks to Stephen Hill for supporting this series
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