- provides a comprehensive introduction to physically based rendering, starting by explaining the physical concepts
- explains the bidirectional reflectance distribution function (BRDF) and how light interacts with surfaces
- demonstrates the mathematical foundations behind microfacet theory and importance sampling techniques

- provides a comprehensive explanation of color spaces, color models, and gamuts in digital imaging
- covers the mathematical foundations of how colors are represented and transformed between different systems
- explains practical implications for developers working with color-accurate workflows and display technologies

- a detailed article that covers the various steps that are required to understand blurs
- provides interactive examples for the various components
- analyzes different blur algorithms and their performance characteristics
- closes with a discussion of Kawase blur technique and how it achieves high-quality blur effects with fewer texture samples than traditional methods

- explores modern techniques for achieving order-independent transparency in real-time rendering
- discusses the challenges of transparent object rendering and various solutions to depth sorting issues
- presents advances in per-pixel linked lists and weighted blended transparency methods
- covers applications in virtual production workflows where accurate transparency is critical

- demonstrates the benefits of GPU-compatible texture compression for storage size, VRAM usage, and sampling performance
- provides practical guidance on texture format conversion tools and automation workflows for game development

- demonstrates how to overlap CPU and GPU work by having multiple command buffers and synchronization objects
- covers the synchronization challenges and resource management needed when multiple frames are being processed simultaneously

- demonstrates how to use profiling data and performance analysis to guide optimization decisions
- covers systematic approaches to identifying bottlenecks in game performance
- explains the importance of measuring before optimizing to avoid premature optimization pitfalls

- argues that often UE5 performance issues stem from a poor user experience design rather than just technical limitations
- discusses how hidden system dependencies and lack of performance visibility make optimization difficult for teams
- proposes better profiling tools and feature-level cost indicators to help developers understand what systems are active

- presents updates and developments in the MaterialX open standard
- discusses community contributions and adoption across different software and studios

- retrospectively examines the evolution of Direct3D 12 over its first decade since release
- details the significant API additions, including ray tracing, mesh shaders, work graphs, and enhanced barriers
- covers new shader features like wave operations, bindless resources, and HLSL language improvements
- reflects on how development workflows and programming patterns have changed with modern D3D12 features

Thanks to Angel Ortiz for support of this series.
Would you like to see your name here too? Become a Patreon of this series.