- explains a renderer architecture that separates command generation from execution
- commands have an associated sort key that is used to determine the execution order
- shows how to handle materials, resource updates and some advice for debugging such a system
- video recording of the i3D keynote discussed in detail in issue 88
- additionally contains the QA that is not covered in the slides
- survey by the ASTC Khronos group to understand compression use in games
- a paper about a new hair rendering technique
- the technique is a hybrid between strand-based rasterizer and volume-based raymarching
- example implementation is available here
- video recording of the talk discussed in detail in issue 87
- explains how to implement line lights
- using a Most Representative Point (MRP) approximation
- finds the point with the most significant contribution along the line and treats that as point light source
- D3D12 motion estimation support exposes access to the motion estimation hardware found in supported GPUs
- resolved motion vectors are stored in 2D textures, ready to be used by other application stages
- the article presents the API
- discusses a new renderer project aimed at providing a high-performance to enable ray tracing research
- split into layers to provide application logic, scene representation and actual render codes
- render codes are plugins that can be shared
- shows how to compile the Basis command line tool
- use it to compress a texture
- and runtime code required to load it into a metal application
- the timing capture view now supports GPU workload visualization
- the article shows the different features
- overlapping GPU work on the same queue and on different queues can be visualized
- the article explains how to use the DXC compiler API
- compile a shader, shader reflection, and signing
- updated page with all raytracing related sessions, talks and papers from Siggraph 2019
- Twitter thread about modern APIs
- strengths, weaknesses, opinions, and suggestions for an alternate design
Thanks to Cort Stratton for support of this series.
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