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…
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
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
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
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…
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…
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…
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
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 …
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…
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