jendrikillner

Profile
Montreal, Canada
1 comments
31 followers
166 entries
Advertisement
jendrikillner
September 13, 2020
Graphics Programming weekly - Issue 149 — September 13, 2020
Continuous Multiple Importance Sampling (SIGGRAPH 2020 Presentation)
  • the video provides a great explanation of Monte Carlo integration importance sampling
  • presents how to generalize MIS to a from distinct techniques to a continuum of techniques
  • shows how to use the me…
2,569 views
jendrikillner
September 06, 2020
Graphics Programming weekly - Issue 148 — September 6, 2020
Variable Rate Shading: first impressions
  • the blog post provides an overview of VRS modes, presents some possible use cases and performance numbers from the first tests in Wicket Engine
2,584 views
jendrikillner
August 30, 2020
Graphics Programming weekly - Issue 147 — August 30, 2020
SIGGRAPH 2020 Course: Physically Based Shading in Theory and Practice
  • slides and videos for all course talks are available
  • covering Fresnel modeling, MaterialX, Material Composition, Atmospheres system, and Anisotropic shading
3,872 views
jendrikillner
August 23, 2020
Graphics Programming weekly - Issue 146 — August 23, 2020
Or, "How I turned my side project into a paper at a top graphics conference"
  • the article presents a walkthrough and experiences of getting a paper included in Siggraph 2020
2,186 views
jendrikillner
August 16, 2020
Graphics Programming weekly - Issue 145 — August 16, 2020
Best Practices: Using NVIDIA RTX Ray Tracing
  • the article provides an extensive list of best practices for DXR usage
  • covers acceleration structures, GPU utilization, memory allocations, handling of non-opaque geometries, binding, performance and pipeline state best pra…
2,109 views
jendrikillner
August 09, 2020
Graphics Programming weekly - Issue 144 — August 9, 2020
LunarG Releases Enhanced Vulkan Configurator in new SDKs
  • Vulkan SDK release contains a graphics vkconfig tool to allow users to configure layer settings
  • can be enabled to control which layers are active, filter error messages, etc
  • the SDK now also contains Vulkan Sync…
2,472 views
jendrikillner
August 02, 2020
Graphics Programming weekly - Issue 143 — August 2, 2020
Reverse engineering the rendering of The Witcher 3, part 20 - light shafts
  • the in-depth article presents how the light shafts in The Witcher 3 have been implemented
  • explains how a radial blur can be applied and provides a shadertoy to showcase the example implementati…
1,801 views
Advertisement
jendrikillner
July 26, 2020
Graphics Programming weekly - Issue 142 — July 26, 2020
Vulkan synchronisation and graphics-compute-graphics hazards: Part I
  • the article presents an overview of Vulkan barriers and shows how different barriers influence a PowerVR chip’s ability to overlap work
2,671 views
jendrikillner
July 19, 2020
Graphics Programming weekly - Issue 141 — July 19, 2020
Optimizing Compute Shaders for L2 Locality using Thread-Group ID Swizzling
  • the article shows how to improve performance of fullscreen compute shader passes by tiling thread workloads to take advantage of memory locality
  • test cases show an example improvement of 1.47x …
2,922 views
jendrikillner
July 12, 2020
Graphics Programming weekly - Issue 140 — July 12, 2020
WWDC20 - What's new in Metal and the Apple GPU
  • the article summaries the changes announced at WWDC
  • Apple will transition from Intel CPUs / GPUs to custom hardware
  • the article shows an architecture overview, best performance practices, new hardware, and API features
  • in…
2,178 views
Advertisement

Popular Blogs

shawnhar
Generalist
101 Entries
14 Followers
klg71
Generalist
57 Entries
2 Followers
ApochPiQ
Generalist
628 Entries
45 Followers
15 Entries
14 Followers
johnhattan
Programmer
1,277 Entries
50 Followers
Advertisement