- the paper presents a work graph-based procedural system for generating and rendering trees entirely on the GPU
- shows how the model used to generate the tree structure
- presents how this is mapped onto the work graph execution logic
- additionally discusses how seasonal effects and wind effects are integrated

- introduces Importance Deep Shadow Maps (IDSM), a real-time algorithm for rendering shadows of semi-transparent objects
- adaptively distributes shadow samples based on camera importance
- achieves significant speedups over hardware ray tracing while maintaining visual fidelity

- an article discusses optimizing a CUDA-based ray tracer to outperform Vulkan/RTX implementations on the same hardware
- demonstrates how aggressive inlining, branchless material evaluation, and custom RNGs yield significant speedups
- provides benchmarks and practical advice for optimizing ray tracing performance
- additionally, it presents a discussion of how to interpret the results

- provides an introduction to profiling and optimizing applications on AMD GPUs for ROCm workloads
- outlines key tools in the ROCm ecosystem for tracing, counter collection, and kernel analysis

- provides an in-depth analysis of Nvidia’s Blackwell GPU architecture
- compares Blackwell’s design, memory subsystem, and compute performance to AMD’s RDNA4
- discusses architectural tradeoffs, cache design, and the implications for high-end GPUs

- announces Mozilla’s plan to ship WebGPU in Firefox 141 on Windows
- notes that WebGPU is already enabled in Firefox Nightly and will expand to other platforms

- virtual meet-up that will introduce the Slang shader reflection API
- going to highlight common pitfalls and best practices for accessing shader metadata

- the very detailed presentation discusses the geometry rendering pipeline on the RE ENGINE
- covers meshlet rendering, software rasterization, visibility buffers, shadow rendering, and more
- additionally contains Questions and Answers documents from the audience and developers

- the video discusses the alignment requirements for Buffers in Vulkan
- explains why a validation error message appears and how to resolve it
- shows why the problem happens and how to resolve it in practice

- video recording of I3D paper presentations
- covering Hierarchical Neural Skinning Deformation with Self-supervised Training for Character Animation, Foveated Animations for Efficient Crowd Simulation
- Aokana: A GPU-Driven Voxel Rendering Framework for Open World Games as well as Transform-Aware Sparse Voxel Directed Acyclic Graphs

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