- provides a concise overview of fundamental GPU concepts
- covers topics such as memory hierarchy, compute units, and parallelism
- includes practical notes for developers new to GPU programming

- the paper presents the implementation of a C++ to SPIR-V compiler
- discusses limitations of language constructs, how contracts are mapped onto SPIR-V
- shows how raytracing callable shaders can be used to implement function-calling

- explains how to enhance AMD Radeon GPU Detective output with DirectX debug information
- details the process of mapping GPU crash dumps to HLSL source code for easier debugging
- provides step-by-step instructions and practical tips for integrating debug info into the workflow

- the paper discusses methods to animate meshless representations efficiently
- the paper suggests a coarse tetrahedral mesh surrounding the meshless objects, skinned as usual
- this deformation of the rest pose is then applied to the full volume using interval shading

- introduces adaptive tetrahedral grids for efficient volumetric path tracing
- explains the grid construction and sampling process
- demonstrates improved performance and quality in volumetric rendering tasks

- the video presents a brief overview of various papers that will be presented at SIGGRAPH 2025
- covers a large number of various topics from Gaussian splatting, scene representations, soft body physics, and much more

- slides from the 2025 REAC conference have been published
- covers topics such as GI, meshlet rendering, anvil rendering architecture, and more

- an invitation to participate in the 2025 Graphics Programming Conference
- outlines submission guidelines and participation opportunities
- encourages community involvement and knowledge sharing

Thanks to Vivitsu Maharaja for support of this series.
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