flowchart for descriptor set setup in Vulkan
- a flowchart that provides an overview of the descriptor set binding logic of the Vulkan API
Bilinear texture filtering – artifacts, alternatives, and frequency domain analysis
- provides an introducing into linear blending
- explaining that pixels are no signal but rather samples taken at a given location
- presents the star-shaped artifact of bilinear filtering
- d…
Evolving Path of Exile's Renderer
- the talk presents an overview of rendering features developed for Path of Exile
- showing what constraints the game provides and how it enables these implementations
- Point Light Shadows (Screenspace Hierarchical Variance shadow maps)
- Sc…
NVIDIA Vulkan Ray Tracing Tutorials
- collection of Vulkan tutorials for the VK_KHR_ray_tracing extension
- the tutorial starts from a working .obj rendering using rasterization and then integrates raytracing
- additional topics covered are Anti-Aliasing, handling thousands…
Hierarchical Depth Buffers
- the article presents what Hierarchical depth buffers are, what they are used for and how to generate them
- two different techniques for calculating these buffers are presented
- one pixel shader based method and a compute shader variation
- the c…
Announcing DirectX 12 Ultimate
- post containing an overview of the new D3D12 Feature level 12_2 now called DirectX 12 Ultimate
- covers Variable Rate Shading, Mesh Shaders, DirectX Raytracing 1.1 and Sampler Feedback
- fully supported on PC and Xbox Series X
Fresnel Equations, Schlick Approximation, Metals, and Dielectrics
- the post presents the fresnel equations that are used for smooth metals and surfaces such as water
- shows the Schlick approximations and compares them to the equations and where to retrieve the necessary…
How Epic Games is handling auto exposure in 4.25
- the article explains how exposure used to work in Unreal Engine 4.24
- what problems the behavior caused and how the new implementation solves these problems
- looking at grey-point targeting, physical exposure units, lens …
Writing an efficient Vulkan renderer
- copy of an article that was published in GPU Zen 2, updated for changes introduced with Vulkan 1.1 and 1.2
- covering memory management, Descriptor sets, command buffers, pipeline barriers, render passes and pipeline management
sokol_gfx.h Backend Tour
- a 3 part series that provides an overview of the backend implementations of sokol_gfx for the OpenGL, D3D11 and Metal implementation
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