The vulkan device simulation layer
- useful to simulate less capable GPUs by returning lower device limits via queries
- pre-build device simulation layer
- how to set it up and use it
Vulkan SPIR-V shader size reduction using spirv-opt
- disusses which and how to order spirv-opt passes to reduce spir-v size up to 60 % (still 40 % bigger then dx byte code)
- list of vulkan tutorials aimed at beginners
Improving Vulkan Breakout - Comparing Uniform Data Transfer Methods In Vulkan
- compares different methods of updating constants and their associated gpu cost
NVIDIA TESLA V100 GPU ARCHITECTURE- whitepaper
- new tensor cores designed for machine learning
- mixed precision 4x4 matrix multiplies and add
- exposed in cuda
- unified L1 data cache and shared memory
- 128 KB, configurable split between cache and shared memory
- can excute float and int instruction simultaneously
- better link between CPU and GPU memory system
- copy engine can now handle page faults without causing fatal faults
- independent thread scheduling, diverge at sub-wrap granuality
- better support for multiple applications using the same GPU
Radeon GPU Profiler (RGP) v1.0.2
- new version released, adding support for vega
- navigation improvements
- UI and stability improvements
- MTuner is a C/C++ memory profiler and memory leak finder for Windows, PS4, PS3, etc.
- previously a paid product, now open source
Comparison of OpenGEX, Collada, and glTF
- good overview of all aspects of OpenGEX, collada and glTF
- list weakness of glTF from his perspective, make sure to read the next link for an alternative view
A small defense of glTF 2.0 on its comparison against OpenGEX
- provides an alternative few to the previously mentioned link
- the author sees many design decisions as strengths instead of weaknesses
- also mentions missing transforms tracks in glTF
Antialiasing Complex Global Illumination Effects in Path-space
- idea: limit materials frequency to reduce noise
- reformulation of anti-aliasing in freyuency domain
- overview of antiliasing method and implementation details
- and results
Last Month on DirectX Shader Compiler (2017-08-24)
- starting support for true 16 bit floats
- spir-v improvements
- better pix support
Emotion Challenge: Building a New Photoreal Facial Performance Pipeline for Games - activision
- pipeline overview
- how to aquire material, challenges
- transform into game ready rig
Fluxed Animated Boundary Method
- method to control particles based simulations (water) to create art directed results