Real-time Global Illumination by Precomputed Local Reconstruction from Sparse Radiance Probes [wayback-archive]
- realtime global illumination technique
- using local precomputed data so that no long-range interactions is required between probes and receivers
- receiver depends only on a constant number of nearby probes
Simple Parallel Rendering [wayback-archive]
- high level overview of how to structure object traversal for parrallel rendering
Simple printf functionality for GLSL [wayback-archive]
- easy to use implementation of printf style debugging in GLSL
Vulkan Shader Sample [wayback-archive]
- tutorial about getting vulkan shaders working and implementation of raytracing shadertoy in vulkan
PIX 1709.18.004 [wayback-archive]
- Dr. PIX “Bandwidth” page is now enabled on AMD and Intel
- Access tracking for bindless resources
- PIX knows what data was read or written via dynamic indexing now
- more performance warnings
Deep Scattering: Rendering Atmospheric Clouds with Radiance-Predicting Neural Networks [wayback-archive]
- use Neural Networks to render clouds in 9 minutes instead of 36 hours
sample visible points of the cloud and, extract a hierarchical 3D descriptor of the cloud geometry with respect to the shading location and the light source. The descriptor is input to a deep neural network that predicts the radiance function for each shading configuration
SEGI - A fully-dynamic voxel-based global illumination system for Unity
- now open source
- proof-of-concept library which generates shader code from C#
- can generate HLSL, GLSL
radeonsi: out-of-order rasterization on VI+ [wayback-archive]
- explanation of out-of-order rasterization
- examples of cases where it can be used to gain a performance win
Normals Compression [wayback-archive]
- Shadertoy that shows multiple ways to encode surface normals
- Linux GPU profiler similar to GPUView on Windows
- system level profiler that shows hardware execution
- can integrate custom markers and plots
- code: https://github.com/mikesart/gpuvis
godot 3 renderer design explained [wayback-archive]
- aim is to have a really simple 3D renderer that is powerfull to common user needs
- rendering is seperated from the rest, running in seperate thread
- using a high level abstraction model
- to allow the backends to customize how techniques are implemented
- using a custom shader language
- short description of all passes
CRYENGINE 5.4.0 [wayback-archive]
- terrain system upgrades
- vulkan support
- subtance integration
- and much more