- A new newsletter with news and insight on volumetric filmmaking, virtual production, 3D rendering, and other emerging realities

- collection of concepts, macros, shader logics, that exists in unity build-in render pipeline and how they are represented in the new Universal Render Pipeline

- Khronos questionary that presents a list of suggestion for possible vulkan helper libraries
- looking for feedback on which libraries would be of most interest from developers

- relaxed cone step mapping for relief mapping to add more details
- async compute based tesselation for interactive terrain
- the interactive deformations have been implemented using texture-atlas based technique
- running pixel bound post-processing in parallel with the pre-pass of the following frame
- advice for the reduction of d3d12 hitches

- Unity tutorial that shows how to use a navmesh as a base for minimap rendering

- the paper proposed a new method that aims to improve ray tracing by offsetting ray starting point aways from the originating leaf nodes of the acceleration structures
- the suggested proposal is generating an auxiliary data structure of hemispheres that make it robust to offset the ray starting point

- A unity tutorial that shows how to blend multiple textures together and save them to disk using Unity

- detailed post presents the idea of “decorrelating” color channels to maximize information in texture channels and eliminate redundancy allowing data to be stored in fewer color channels
- introduction into Singular Value Decomposition SVD and how it can be used for channel decorrelation
- showing quality comparisons for a PBR texture set and discusses possible problems

- Eurographics & Eurovis 2020 conference will be virtual and streamed starting May 25-29, 2020

- brief overview and introduction into Mesh Shaders using OpenGL and Vulkan

- collection of notes about the content of the AMD talk presenting the AMD RDNA architecture and GPU optimizations
- presents a walkthrough of a MIP generation example

- Version 2 of Windows Subsystem for Linux adds full support for D3D12 (not allows rendering to the screen yet)
- this is implemented as Linux kernel model driver to expose the GPU to user mode Linux applications
- DirectML and CUDA are implemented on top to allow machine learning on Linux guests

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