- The blog post provides a discussion how hardware and graphics APIs developed over time
- Presents performance changes as well as capabilities changes

- The article presents a detailed discussion of z-testing in modern GPU hardware
- Shows when the hardware is able to move the execution of z-testing before pixel shader invocation and when not
- Shows the impact on performance and correctness
- Closes with a table showing a summary of the various features that can affect the behavior

- The series on Monte Carlo’s related techniques continues with Monte Carlo Sampling
- Presents how to convert Pseudo-Random Numbers into samplers for more complex domains
- Covers Uniform Rejection Sampling, Non-Uniform Rejection Sampling, Inversion Sampling, Marginal Inversion Sampling
- Additionally talks about Changes of Coordinates and Sample Efficiency

- Reuse and share samples between different lanes in a shader wave, avoiding memory traffic
- Presents a method to improve the quality of stochastically-filtered magnified textures compared to traditional texture filtering

- The article presents an algebraic solution for bilinear interpolation using Barycentric coordinates to allow improved sampling across triangulated edges
- Shows an explanation of the derivation of the method
- Additionally contains the code for the implementation

- The article presents a discussion of how to approach blurs for vector graphics
- Discusses how to rethink the approach instead of using Gaussian blurs
- Links to the implementation is provided

Thanks to Dirk Dörr for supporting this series
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