- the article presents a walkthrough and experiences of getting a paper included in Siggraph 2020
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- the guide explains how optional robustness features allow Vulkan applications to treat out-of-bounds access as operations with well-defined behavior
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- the first release of pbrt-v4, adds new rendering techniques but also adds support for GPU rendering
- 10-20x speedup compared to 32-core Threadripper
- the article provides a list of new techniques and link to code walkthrough video
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- Siggraph 2020 course that provides an API overview for basic drawing in Vulkan
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- Single Pass Stereo is a technique that can be used to simultaneously project geometry for the left and right eye in the same pass
- Part 1 discusses the advantages/disadvantages of Single Pass Stereo from a high-level perspective
- the second part presents an in-depth discussion of the problems of SPS
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- SIGGRAPH 2020 course that reviews and discusses insights of techniques introduced Jaroslav Křivánek that shaped the research of light transport
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- the Siggraph 2020 course presents guided sampling techniques that reduce variance to allow faster convergence for Subsurface Scattering
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- the article presents how to implement a path visualization system for a GPU path tracer
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- The Unity tutorial explains how to add HDR rendering support to a custom scriptable render pipeline
- including an overview of different Tone Mapping techniques
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- the article provides an overview of the scope of the sokol_gfx 3D API wrapper
- provides an overview of the architecture and the zero initialization principle
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Thanks to Jhon Adams for support of this series.
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