Which Compute ID for me? [wayback-archive]
- easy to read overview of how compute shader ids are calculated for 1D and 2D processing
- provides examples
- explanation of specular light calculations for area lights (Sphere, disk, rectangle, tube light)
- uses the Representative point method
- light vector points to the closest point on the light mesh, relative to the reflection vector
Introduction to the Jacobian and its use in graphics [wayback-archive]
The Jacobian is the key showing us how a region changes under a transformation.
- Gives 4 examples with derivations:
- In 1D, the substitution
- Cartesian to Polar
- Specular microfacet BRDF
- Volume preserving ball/cube mapping
Demo with non-linearly quantized moment shadow maps and more [wayback-archive]
- demo for the non-linearly quantized moment shadow maps paper released earlier this year
Improving a renderer [wayback-archive]
- overview of the effects that went into a 64k demo
- provides links to papers and code samples for some of them
D_GGX in mediump/half float [wayback-archive]
- restructure GGX calculations so that they can be performed in half precision (16 bit float instead of 32)
- a number of projects aimed to help the learning process for computer graphics
- to be used in combination with Graphics Codex
Skinning in a Compute Shader [wayback-archive]
- code example about how he does skinning in a compute shader
- interesting discussion about mobile gpus on twitter: https://twitter.com/turanszkij/status/906603939239473153
Last Week on DirectX Shader Compiler (2017-09-09) [wayback-archive]
- overview of what a few of the optimizer passes do and how to use the tools to see the effects