- explains how to combine sampling of projected spherical caps and multiple importance sampling
- source code provided
- collection of VFX tweets of the week
- tutorials, demos, and showcases of great looking effects
- an updated article explaining color blending with OpenGL
- how the blend operators work and what premultiplied alpha is
- hardware overview of the new architecture for AMD GPUs
- now uses 32 or 64 waves wide operations
- unified cache hierarchy including compression for all stages
- the article shows what changes have been introduced with Metal 3
- including metal support for the simulator
- cleaned up feature levels into families
- the article shows what changes have been introduced with Metal 3
- covers additional details compared to the previous article
- the paper investigates using the raytracing hardware support added in Turing GPUs to accelerate other tasks
- uses the hardware to detect in which tetrahedral mesh a point is located
- can achieve better performance than pure CUDA implementation
- breakdown of two frames in the game
- very little instancing
- all render targets are manually packed into 32-bit formats
- rats use a 4 level LOD system, and only the last level is instanced
Thanks to Jhon Adams for support of this series.
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