- the blog post discusses the history of parallel GPU hardware developments over time
- talks about the limitations of current programming models
- as well as upcoming developments like work graphs and other GPU-driven execution models

- the article presents a short interview about the technology of Assassin’s Creed Shadows
- the included video contains a lot more details, including debug view insights into the virtualized geometry system
- discusses how and why AC ships with two different Global illumination systems

- recording from the GTC presentation is available
- discusses the current state of the CUDA stack and future developments for performance optimizations across the whole stack
- introduces new Python libraries, JIT compilation
- additionally introduces cuTile, a new CUDA extension that allows the expression of problems at the tile level

- 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

- the blog post shares D3D12 announcements from GDC
- DXR 1.2 will bring support for opacity micromaps (OMM) and shader execution reordering (SER)
- additionally, shares upcoming PIX updates as well as support for Cooperative vectors

- the video continues the development of a custom lighting model
- this part introduces how to integrate fog into the shading model
- implementation is done using the visual shading language in Unity 6

- a short tutorial on how to use Geometry Shaders from Unreal Engine 5
- shows the necessary C++ and shader code

- the paper presents a discussion of techniques used to convert 2D sketches (interactively) into 3D base meshes
- the technique is based on a transformer architecture that iterates on results through additions and deletions
- still has context length limits that restrict triangle counts to thousands

- the video presents how to render Implicit surfaces
- starting from the basic ideas and showing how to deep dive into research on the same idea. Explaining the developments in implicit surfaces
- additionally presents how to interact with the researcher community

Thanks to Warren Moore for supporting this series
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