About GPU Family 4 - Metal 2.0 [wayback-archive]
- tile-based deferred rendering (TBDR)
- imageblocks
- tile memory that can be acessed from the shader to create custom, tile local storage
- can be shared between compute, and rasterization
- tile shading
- new programmable stage, allow access to all data stored in tile memory
- raster order groups
- threadgroup sharing
more details can be found in the videos: https://developer.apple.com/videos/metal/
Headless Vulkan examples [wayback-archive]
- how to run compute and graphics work without creating a window
Photoshop Blend Modes Without Backbuffer Copy [wayback-archive]
- how to use shader logic and blend modes to replicate photoshop blend modes
Road to Anti-Aliasing in BRE: Rasterization [wayback-archive]
- explanation of rasterization algorithmn
- basic overview of display technology
- Support for persistently mapped allocations, custom memory pools, defragmentation, better support for GPU memory oversubscription
Diffuse albedo database [wayback-archive]
- provides rough albedo value references for many materials
- author description on twitter: https://twitter.com/Patapom2/status/907952278228914177
Advances in Real-Time Graphics at Pixar
- USD
- OpenSubdiv
- Hydra
- also supports VR
- RTP (real-time previewer)
- presto animation system
- Pele (hair and fur simulation)
The Artful Shape of Functions [wayback-archive]
- examples of basic math concepts that can be used to animate
- Ocean Waves: (using sin layering)
- Bezier Curve
- Gradients
Seamless: Seam erasure and seam-aware decoupling of shape from mesh resolution[wayback-archive]
- techinuque to remove seams from existing textures without requiring changes to the mesh
- mesh decimation technique that is seam aware to reduce artifacts
- Seam straightening mesh processing to increase number of edges that can be collapsed
source code: - Texture Seam Erasure - Seam-aware mesh decimater
paper: paper [wayback-archive]
Normal Mapping for a Triplanar Shader [wayback-archive]
- quick overview of what is triplanar mapping and tangent space normals maps
- explanation of different normal mapping techniques with unity shader code
- different texture blending techniques
More Resources for Universal Windows Platform Games with Fall Xbox One Update [wayback-archive]
Category Before Now CPU 4 shared cores 6 exclusive cores GPU 50% D3D11 100 % with D3D12 RAM 1 GB 5GBSorting with GPUs: A Survey [wayback-archive]
- lists a large number of GPU sort algorithms with sources and compares them
- using a nvidia hardware model
State of glTF 2.0 for WebVR Devs [wayback-archive]