Weekly curated roundup of graphics programming topics covering spherical harmonics for lighting, neural six-way lightmaps for real-time smoke rendering, MLP training and inference in DirectX 12 and HLSL, the MiniDXNN open-source HLSL inference library using AMD matrix cores, Unity 3D color LUT with compute shaders, Metal BC7 texture compression via heap aliasing, Vulkan specialization constants, URP Phong lighting in HLSL, a full render pipeline frame analysis of Capcom's PRAGMATA on RE Engine, Teardown's voxel renderer and its Vulkan raytracing successor, Enshrouded's volumetric media techniques, and Intel PIX metrics for Xe GPU profiling.

3m read timeFrom jendrikillner.com
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