The post covers various advanced topics in graphics programming, including a tutorial on creating a pixel shader for a character head, combining different lighting models using Unity and Unreal, and an analytic approximation for color spaces. It also discusses implementing Surface-Stable Fractal Dither, lighting tricks in Anno 1800, using WebGPU from JavaScript, a novel sphere tracing algorithm, GPU Assisted Validation optimization, 4096x4096 matrix multiplication for RDNA3, and the Vulkan Safety Critical Emulation stack.
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