Write-up: Magical Marbles explains how to create a layering parallax effect to simulate the inside of a marble using ray marching

A tour of Granite’s Vulkan backend – Part 2 presents how memory, object lifetime and command buffers are managed

resource lifetime is bound to a frame context

frame context tracks which resources can be deleted once the frame has been consumed

PDFs for all AMD presentations from GDC 2019 have been posted

Machine Learning Acceleration in Vulkan with Cooperative Matrices shows the Cooperative Matrix extension for Vulkan

the extension enables matrix multiplications to be computed across a subgroup

enables better shader optimizations and allows the use of tensor cores on Turing GPUs

HSV Color Space explains the HSV colorspace and how to convert it to RGB

Under the hood of Shadow of the Tomb Raider using a Forward+ rendering pipeline and raytracing for shadows

presents a frame breakdown of the main rendering passes

acceleration structure for skinned objects is updated via UAV writes from a vertex shader

Model View Projection shows the different spaces that are typically involved in 3D rendering

how to transform between the different spaces

visually shows the effect of the transformations



Sampling A Procedural Sky series on rendering of volumetric clouds

shows how to sample the sky lighting contribution

using a sampling scheme that places more samples in the bright sections of the sky

Flax Facts #25 – Vulkan Flax engine now fully supports a Vulkan backend

better performance than the D3D12 implementation

New in D3D12 – background shader optimizations D3D12 is starting to allow GPU drivers to implement shader optimization in a background thread

provides an API to control the driver behavior

Intel® Graphics Performance Analyzers Assist Snow Simulation in Frostpunk* presents how the snow simulation has been implemented and how it was optimized for Intel GPUs

supports dynamic melting and build up of snow

tesselation stage is used to generate the snow mesh

A tour of Granite’s Vulkan backend – Part 3 presents the shader binding model used by granite

user binds resources to sets and bind points on a per-resource basis

Vulkan descriptor set management is not exposed to the user

Thanks to Nathan Reed for support of this series.

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