This post covers various topics in graphics programming including an introduction to mathematical notation in graphics research, Ubisoft's open-source colorblind simulation tool, NVIDIA’s GDC technical sessions, combining shader effects, Monte Carlo integration techniques for rendering, MIT’s machine learning course for inverse graphics, Microsoft's DirectX roadmap, and Vulkan tutorial series integrated with the Assimp library. It also includes details on creating efficient random number generators optimized for SIMD and GPU execution.

3m read timeFrom jendrikillner.com
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Reading Math PapersUbisoft’s Colorblind Simulation Tool, Chroma, Now Available For Public UseNVIDIA GDC talksCombining ShadersMonte Carlo Crash Course - Case Study: RenderingMachine Learning for Inverse GraphicsDirectX State of the Union: Raytracing and PIX Workflows (Presented by Microsoft)Loading Models With Assimp // Vulkan For Beginners #20Building a Fast, SIMD/GPU-friendly Random Number Generator For Fun And Profit

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