- Vulkan stream - part 3
- fixing validation layer errors, explanation of pipeline barriers
- implementation of swap chain resize
- shader compiler integration with Visual Studio
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- Vulkan stream - part 4
- overview and integration of Vulkan extension loader
- loading an .obj and rendering a mesh using classical vertex pipeline and manual vertex pulling
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- explanation of shader for diamond rendering in a forward rendering architecture
- uses a precalculated cubemap from the inside of the object to simulate internal bounces
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- discussing many aspects of making a fractal-based game
- including cone tracing, lighting, shadows, ambient occlusion, volumetric lighting, and atmospheric effects
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- presents the steps required to vectorize the Ray-AABB approach by Andrew Kensler
- results are very similar to the recent jcgt paper
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- derivation of the progressive spherical Gaussian encoding technique discussed in last week’s issue
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- explores changes to CUDA path tracer with Rust, what improved since the last post and what problems persists
- command line tool that allows cross compilation from GLSL to HLSL, GLES and MSL (Metal)
- implemented using a combination of Glslang and SPIRV-cross
- work in progress post comparing API concepts between D3D12, Vulkan, Metal, and OpenGL
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- Windows raytracing support is available starting with Windows 10 October 2018 update
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- breakdown of “Real-Time Ray Tracing for Interactive Global Illumination Workflows in Frostbite” into short sections
- key takeaways for each section is provided in the post
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- explains how to parse a shader file for includes using regex (implemented using Rust)
- visualization of floating point precision when a classical OpenGL projection matrix is used
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- explanation of Unity shader graph nodes
- walkthrough of example shaders that allow the creation of a small island scene
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- new PIX features are available with Windows 10 October 2018
- can capture D3D11 applications using Direct3D 11 on 12 translation layer and WinML workloads
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