- the blog presents a walkthrough of the author's R&D process when approaching the issue of generation of a scene approximation
- shows how to analyze the constraints, develop a high-level intuition for the problem, and use this to explore the problem space
- discusses the different solutions' pros & cons and shows how to start prototyping and iterating through the process
- the blog post provides an overview of GPU programming concepts for non-graphics programmers
- discusses GPU architecture, how to author shaders, how to read/write data, and basics of synchronization
- For example, d3d11 code for an image converter is provided
- the research paper presents the performance impact of different vertex clustering (meshlets) on the efficiency of mesh shaders
- discusses hardware design/limitations that affect considerations when deciding on cluster sizes
- discusses different algorithms, providing an overview of the technique, implementation considerations, as well as performance differences
- source code for the meshlet generation is provided
- the presentation shows the complexity of debugging issues that cause crashes that originate from GPU issues
- provides an overview of available techniques and tools and how to combine them to track down issues
- explains the steps required to track down example crashes from The Witcher
- a small website that allows the authoring of GLSL shaders and running them on a virtual "The Sphere" located in Las Vegas
- contains a couple of examples as starting points
- the article provides best practices to follow when comparing WebGL and WebGPU workloads
- It presents how to verify the underlying API, output configuration, blend modes, and other aspects that can affect performance
- additionally presents how to report issues after confirming the aspects are identical
- the video provides an explanation of techniques used by rendering systems to reduce the number of objects that need to be drawn to the screen
- shows how frustum culling is only the first step, expand upon the idea by introducing occlusion culling
- explains how to use the depth buffer to improve culling further and take advantage of temporal information to further enhance culling results
- brief example blog post that presents how it's possible to use DXVK to build a native Linux elf that uses the D3D11 API
- shows how to integrate the necessary steps into Cmake with a SDL based application
- the video tutorial shows how to move computations from a pixel shader into a vertex shader
- presents two examples and uses them to show the change in visual results when moving from pixel to vertex shading frequency
- code examples are shown in unity and unreal visual scripting
- the blog post shows the release of the new version of the AMD GPU profiler
- presents the updated UI and how divergence raytracing pipelines can be visualized better
- AMD released a sample for DirectStorage that was presented during GDC 2023
- the code shows how to use the API and how to compress assets to be able to take advantage of the API patterns