- the article presents the basics of Singular Value Decomposition
- shows how to use the concept to check if filters are separable and if not how it helps with approximations

- a collection of articles, presentations and other resources covering volumetric cloud rendering

- the presentation provides an overview of the development of WebGPU
- presents a few API examples regarding how to use the API from Rust
- additionally offers a solution to prevent the spreading of generics required by the API

- short Unity tutorial that shows how to use sprites to simulate screenspace effects such as distortion and color shifts

- the tutorial shows how light baking is implemented in Unity
- shows how to integrate lightmaps and light probes into a custom render pipeline
- replace the default surface model during baking with a custom model

- the article presents Do’s and Don’ts for the use of GPU performance events
- shows how to write performance event with D3D11, D3D12, Vulkan, and OpenGL

- the article describes what color banding is and what causes it
- presents a demo application that shows how dithering can help to reduce banding

- the Unity tutorial shows how WorldSpace positions can be used to texture planar object
- extends these ideas to show tri-planar mapping can be used to texture arbitary meshes

- the article presents several Vulkan patterns that cause reduced performance and should be avoided

- the paper presents a GPU compatible algorithm for processive approximation least-square encoding into linear bases

Thanks to Sean McAlliste for support of this series.
Would you like to see your name here too? Become a Patreon of this series.