- how to use two Vulkan queues to enable optimal scheduling for compute-shader based post-processing
- discussion how fragment → compute can introduce bubbles on the hardware
- uses two software queues with semaphore synchronization to overlap early work in the frame of the following frame with the post-processing work of the previous frame
- explanation of to use Monte Carlo integration to calculate the area under a curve
- extending the system to deal with non-uniform random numbers distributions
- convergence can be faster when using a distribution that is a closer match to the signal that is being sampled
- timing capture now visualizes fence signal and wait
- fences can be named
- shader edit and continue workflow improvements
- shader resource tracking for DXIL shader
- shader playground added support for slang
- a shader language that extends HLSL to make it more modular and extensible
- ability to shows the control flow graph in GraphViz ‘dot’ form for SPIRV
- using lookup tables to precompute the endpoints better compression results
- different number of lookup tables allow tradeoffs in performance, quality and memory usage
- talks from Microsoft at GDC are online
- discusses the history and design of their in-house procedural texture generation tool
- discussion of the photogrammetry workflow
- camera used to capture, tools to generate the mesh and normals
- using unity Unity’s DeLighting tool to remove shadows are even present on an overcast day
- Tree assets are created with a mix of scans, 3ds max plugins, and quixel megascans assets
- a fluid solver is used to calculate the flow map for the wind, shape exploration and VFX generation
- overview of all the post effects that can be found in PostFX v2
- code is on github
- discusses engines, frameworks, abstraction layers that support metal