Writing an efficient Vulkan renderer copy of an article that was published in GPU Zen 2, updated for changes introduced with Vulkan 1.1 and 1.2

covering memory management, Descriptor sets, command buffers, pipeline barriers, render passes and pipeline management

Ray Tracing Essentials Part 2: Rasterization versus Ray Tracing video comparing rasterization and ray-tracing algorithm

analyzing the strengths and weaknesses of both techniques and how they complement each other

A Survey of Temporal Antialiasing Techniques the paper presents an overview of Temporal Antialiasing (TAA) techniques, the history, different implementation techniques

follows up with a presentation of open challenges and discussion of possibilities for improvements

Compact PBR texture packing and blending experiment with Shader Graph presents findings from compressing PBR material information into a single texture

developed for terrain-like materials

shows a comparison of memory usage and performance improvements

Vulkan Mobile Best Practices: Frequently Asked Questions - Part 1 A FAQ for Vulkan best practices guide by ARM

swap chain acquisition, image transitions, device lost debugging, and transient attachments

[video] Two Minute Papers - The Story of Light the 7-min video provides a walk through the history of light transport research

showing numerous techniques, how multi importance sampling can be used to combine multiple techniques

closes with the presentation of the “Unifying points, beams, and paths in volumetric light transport simulation” (UPBP) paper

fast trisect in GLSL the article presents an approximation to the GLSL trisect function

trisect splits an angle into three equal parts, playing the same role as square root in quadratics

Basic Skeletal Animation with Geometric Algebra the tutorial shows how to implement a skeletal animation system using Geometric Algebra (GA)

additionally introduces the required GA concepts along the way

Packing UVs for deferred materials the article presents how to pack UV and gradients (ddx, ddy) into 32-bit gbuffer channels

this is used for deferred materials where the results of texture samples are not stored in the gbuffer

Sprite Stencil Overlay Breakdown (Forward Renderer) the Unity tutorial shows how to implement a checkerboard pattern if a 2D player is behind another object

this is achieved using the stencil buffer

Thanks to Aras Pranckevičius for support of this series.

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