- slides for the Advances in Real-Time Rendering in Games are starting to be released

- a brief historical look at the rendering pipeline
- what aspects mesh shaders can improve
- explanation of programming model
- what new programming approaches it enables

- overview of the interactive wind system in God of War
- discussion wind fluid simulation, wind sources, receivers, and interactions
- authoring pipeline, best practices, and algorithm implementation details

- a presentation covering the volumetric effects of Red Dead Redemption 2
- talks about the data model, rendering and scene integration
- covering clouds, fog, sky, light shafts

- instruction set documentation for the new AMD RDNA GPU architecture

- frame breakdown of a Resident Evil 2
- presents the different stages found in the frame
- deferred rendering engine, heavy use compute and indirect draw

- the article presents a distance for function for ellipsoid
- how to improve it for better control and better interaction with other primitive types

- the article discusses how to build a correct CPU occlusion sorting structure

Thanks to Nathan Reed for support of this series.
Would you like to see your name here too? Become a Patreon of this series.