- introduces CUDA Tile, a tile-based programming model launching with CUDA 13.1
- provides developers with cuTile Python for accessible GPU programming and CUDA Tile IR for building custom DSL or libraries
- introduces VK_EXT_present_timing extension to enable precise frame pacing control in Vulkan
- provides timing feedback from previous frames and allows specifying target presentation times for future frames
- presents a low-quality ray tracing mode using ray queries and data stored in acceleration structures
- eliminates ray pipelines, shader binding tables, and texture access by storing average diffuse color in TLAS instanceCustomIndex
- uses VK_KHR_ray_tracing_position_fetch to compute face normals from triangle vertex positions
- proposes a tile-based framework for synthesizing large-scale terrains from 3D Gaussian Splatting exemplars
- builds on Wang Tiles with boundary constraints to enable seamless tiling of Gaussian fields
- presents a walkthrough of implementing a GPU debugger for AMD hardware
- explains how to use registers and trap handlers to pause GPU execution and inspect register state
- demonstrates stepping through shaders, examining variables, and integrating with SPIR-V compilation through RADV’s ACO compiler
- provides a machine-readable specification for Arm Mali GPU performance counters starting from Mali-G71
- offers Python wrappers that resolve symbolic counter references for any supported GPU
- enables structured iteration through counters based on various orders
- shares techniques learned from creating four tiny GLSL demos constrained to 512 characters
- covers isometric projection setup, smooth minimum operations, and various domain warping techniques for procedural generation
- presentation covering improvements to Unreal Engine’s GPU profiler
- discusses the redesigned RHI submission pipeline architecture and implementation
- shows how to leverage these tools for performance analysis, optimization and crash debugging
- video tutorial on techniques to reduce tiling artifacts in terrain textures
- demonstrates methods to break up repetitive patterns in large-scale terrain rendering
- part of an ongoing series on terrain shader development
Thanks to Leonardo Etcheverry for support of this series.
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