- many optimization lessons learned for mobile
- how to deal with shader preloading
- discussion of error detection in automated image comparison tests
- increased game brightness to reduce the use of display backlights to save battery and reduce heat
- using raytracing to remove aliasing in special cases
- improvements to blue noise algorithm
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- discussions of problems with old occlusion culling systems
- renders occluders in a pre-pass, uses the depth information to cull instances
- how to implement culling against the depth buffer, remove culled instance from the stream
- stream compaction implementation
- extend the system to handle LOD, materials and manual vertex fetching
- performance results on Nvidia and Intel
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- overview of how to generate a SDF in unity
- per object SDF at build time
- global SDF aggregation at runtime
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- introduction to shaders workshop in Montreal
- focused on the node-based shader pipeline of Unreal
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- discussion of characteristics of different ways to pass CPU generated data to the GPU using OpenGL
- persistent memory (GL_ARB_buffer_storage)
- client arrays
- vertex buffer object (VBO)
- overview of SPH (Smooth Particle Hydrodynamics)
- how it’s implemented in a compute shader
- explanation of a sorted grid acceleration structure
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- how the fractal raytracer was implemented on the GPU
- evaluating the fractal, ray marching and photon simulation
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- discussion of a unique art style rendering technique
- the character is represented from axis aligned voxels
- voxels are created/destroyed on a quantized world space grid as the character moves through the world
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- adds supports for a basic material system with lambert diffuse + phong specular
- explanation of importance sampling
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- list of resource for beginners into graphics programming
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- implementation details for reflections, translucency, transparency, shadows
- global illumination uses surfels with world space accumulation
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- explanations of how to get started with shader programming with unity
- takes the unity toon shader as the starting point to explain concepts and provide a gentle introduction into making modifications to it
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- adds support for GPU tracking system that allows to enable/disable features based on the GPU used
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- now includes present events in the system activity view
- explanations for why the driver had to insert barriers
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