- discusses problems with synchronization between unrelated work when using a single command queue
- showcases how two command queues can achieve better overall utilization at the cost of longer latency
![bloom_dof_combined2.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-44/bloom_dof_combined2.png&key=bd86814f9b964629381f78f80dca2d15b6449299313213a11024641ba9c08408)
- explanation of the simball environment that has been initially designed for the Maxwell Renderer
- descriptions of the different object features, what they are designed to provide tests for and how it’s supposed to be used
![simball.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-44/simball.png&key=74f68a4a6845f861edb8814f7d856037888f5d3316154707523e06591694d65a)
- shows how Zelda uses an FX in world space to make objects visible in high grass by adjusting the position of the effect based on the environment
- fix clipping with the object by offsetting the FX towards the camera
![zelda_effect.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-44/zelda_effect.png&key=f7018c9ed63894a3b60b1ce7d8d40d2e4b7841487a4305a1101d71b6ef44d9bd)
- twitter thread with a checklist of common problems that can cause objects not be rendered in OpenGL / D3D
![triangle.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-44/triangle.jpg&key=d856081919652af5b6ad05e184394160bb799e4e03518cfdd17520d6525be163)
- the technique that mixes rasterization and temporal antialiasing to only ray trace pixels where a classification algorithm determines that TAA will not produce good results
![teaser_sm.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-44/teaser_sm.png&key=7b50a5c761f6b0f20e157e3adba3fb87b2283e8d4f6df577c891b02df36b61c8)
- C++ source code and prebuild demo application are released
![heitz2018.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-44/heitz2018.png&key=ec56a9e114583f292780db97c594606515d1611363766df2d910a1db9a4d4f71)
- The decals are projected from world space onto the mesh UV and rendered into separate per-object decal textures
![decals.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-44/decals.png&key=9f506d7d898e5cf7152fd94d845f4bac7496ff7a92684b9c231505c4749bd9d6)
- optimizations to raytracer using SIMD
- extending AABB tests to deal with various edge cases
![render.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-44/render.png&key=bff0138528c02ce2829299c53542b5c17d45da2bafde32df48dd77f024ee51fb)
- a new set of SDR ODT (Output Device Transforms)
- first Output Transforms that combine the RRT (Reference Rendering Transform) and ODT (Output Device Transforms) into a single transform
- shows how the runtime/compile time selection feature of the Rust programming language is used to select different SSE intrinsics based on the available hardware
- overview of rendering API support for the user of Roblox
- Metal reaches above 60% on MacOS and D3D11 77% on Windows
- on Android, Vulkan is available on 20% of devices
- new sdk contains VK_KHR_get_display_properties2 and VK_KHR_draw_indirect_count extensions