Thanks for everyone who filled out the survey. I closed the survey. I am analyzing the results and will post them later this week.
- D3D12 adds support for DRED (device removed extended data) in the latest windows insider preview build
- writes an auto-incrementing counter after each render-operation into memory that is persistent across device removed events
- this allows the GPU progress to be inspected during post-mortem analysis
- the overhead is around 2 to 5 % for a frame of a AAA game, therefore defaults to off and needs to be enabled explicitly
- additionally allows better tracking of page faults
- tries to detect access to recently deleted objects
- shows the API to enable and how to use it to enable and inspect provided data
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- extension to real-time image based lighting models
- adding support for multi-scattering shading using the precomputed integrals from single scattering models
- accomplishes energy conversation
- the paper derives the GGX approximation for 3 classes of objects (perfect reflectors, generic metals, and dielectrics)
- presents comparisons against single scattering models in a furnace test
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- explains the PBR shading model
- a combination of 3 BSDFs that allow expressing a large number of materials
- including the derived formulas and illustrates the exposed parameters
- user guide describes how to use the system and provides examples of the different effects that can be achieved
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- shader workshop that uses Shadertoy to teach raymarching techniques
- the workshop starts with basic 2D shape marching
- in the end explains how to define 3D scenes with support for lighting, gamma correction, shadows and materials with tri-planar texture mapping
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- latest Vulkan SDK version (1.1.97.0) adds GPU assisted validation
- validates at runtime that shaders are not accessing any descriptors out of bounds
- this is achieved by adding instrumentation into the SPIR-V
- the document explains the constraints of the layer, known issues and an overview of the implementation details
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- the article discusses his favorite chapters and insights when looking back at the original “An Introduction to Ray Tracing” (book is now free) from today’s perspective
- mentions which chapter are still relevant today and which information has not aged as well
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- list of common problems encountered when using Shadertoy and how to solve them
- texel center issue, loading texture data, resolution changes, mipmap discontinuities
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- list of sessions by Khronos and related talks that will be taking place during GDC this year
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- issue 2 of weekly tech art series, contains a collection of twitter post showing interesting art and effects
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