- the article describes how the architecture of mobile GPUs is different from PC
- shows why load/store operations have a significant impact on mobile
- present a demo application to profile the various load and store operation
![load_store_vulkan.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-103/load_store_vulkan.png&key=e5a4ed48952e3acd8ebc57bbe83bcfbd22596258afc77aa2f90b6ee2d82fb5a6)
- the tutorial shows the steps necessary to render a single triangle using the D3D12 API
![d3d12_logo.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-103/d3d12_logo.jpg&key=087ff06353777c69686e3eee41bded22df59d1cb1401658eb04bf6212a89418f)
- the tutorial shows the steps necessary to render a triangle in WebGL using Typescript
![webgl.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-103/webgl.png&key=3ab7dd8553c7199588380cf1733ed33f38ca472c32fc10dbf661644dd33b4a78)
- excerpt of Siggraph 2019 talk that proposes averaging of neighboring rays into cells
- using a jittered access + filtering to remove artifacts of discretization
![filtering.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-103/filtering.png&key=1efa5679dd30cd135cb20eec6df2fca34dd79129a350df8e30e957634b23edbf)
- the article shows how to use the Radeon GPU Analyzer to generate hardware native ISA disassembly, provide resource and register usage statistics
![gcn_isa.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-103/gcn_isa.png&key=2dc40fb1d5a3c4d6f5b5c264e671527bec92c5bf114babc3aff5156775e4243a)
- the article describes a demo scene effect that uses a 2D height map on a flat 2D shaded object to simulate the appearance of 3D voxels
![para_4_parallax.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-103/para_4_parallax.png&key=90eaeaef37cf489cbb963c55507609c2d4382f5be71ac9c96b34c5831c02f740)
- next part of tutorial series shows how to extend a sphere tracing implementation in Unity to use the depth buffer correctly
- shows the necessary shader state changes and how to calculate custom depth output in a pixel shader
![depth_sphere_tracing.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-103/depth_sphere_tracing.png&key=ba3a2addd35998b7dce9999fe1167dc5c389a4cd5baf48446346fed62776466a)
- part 1 of a Unity tutorial series about the sand rendering in Journey
- show visually the contribution of the different shading components
![journey_01.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-103/journey_01.png&key=0a911bb844fe6284dfe373c8853dcc2e6b7d3d3abec765a47c55125d59f3151c)
Thanks to Michael Riegger for support of this series.
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