- the presentation explains the stages a triangle is passing through while being processed for rendering
- starts with a brief look at the software layers
- provides more details on lower-level hardware layers
- Windows Version 1903 adds a new variable refresh rate option
- enable VRR in older D3D11 games if the hardware supports it
- beginner level explanation of the rendering pipeline for games
- explains how game worlds are defined, and models are converted into something that can be seen on the screen
- explains what a Vulkan pipeline cache is, why developers want to use it
- presents best-practices
- keynote from I3D presenting the challenges modern open world games such as FarCry need to solve
- presents an in-depth case study for Multiscattering BRDFs & Area Lights
- research investigation, implementation combinations with other techniques
- part 1 of article series about Global Illumination
- overview of terms and concepts required to understand Global Illumination solutions
- a paper about Dynamic Diffuse Global Illumination solution
- builds on the terms explained in the previous article
- presents an overview of the problems the technique tries to solve
- provides implementation details
- collection of best practices and pitfalls when using Vulkan on Nvidia hardware
- many of the guidelines should apply to other hardware manufacturers too
- the article presents a comparison between two different sampling strategies for environment maps
- tested on three environment maps with very different characteristics
- presents an overview of what requirements need to be met on AMD to enable color compression on render targets
- and what causes DCC to be disabled
- look at barriers and copy queue usage
- presentation with a collection of options and debug modes that help with debugging
- provide a safe mode to disable optimizations and use API validation layers
- overview of tools available and APIS to add more debug information
Thanks to Max R.R. Collada for support of this series.
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