- The article builds up PBR theory from the physics of light
- covers electromagnetic radiation, Fresnel equations, Snell’s law, and the microfacet model, distinguishing metals from dielectrics
- derives the Cook-Torrance BRDF step by step, including the GGX Normal Distribution Function, Schlick-GGX Geometric Function, and Fresnel-Schlick approximation
- derives fog color lerp from the volumetric rendering equation
- extends the derivation to exponential height fog by computing optical depth for an extinction coefficient
- presents a VNDF-based micro-shadowing approach that operates at the microfacet level rather than the geometric surface level
- introduces a LUT-based real-time approximation parameterized by Visibility, Roughness, as a practical alternative to per-light VNDF sampling
- explains pipeline barriers as a combination of three orthogonal aspects: execution control, cache control, and image layout transitions
- details how image layouts abstract GPU-specific compression schemes such as fast clears, delta color compression (DCC), and hierarchical depth (Hi-Z)
- demonstrates that applications rarely need to track image layouts at runtime; instead, each image has a natural default layout derived from its purpose, requiring only temporary transitions to other layouts
- NVIDIA GTC is starting March 16 attend virtually for free.
- Presenting the latest breakthroughs in generative AI, accelerated computing, simulation technology, and more.
- My top sessions: OpenUSD Crash Course (DLIW82272), Fundamentals of GPU-Accelerated Workflows (DLIW82265) and more
- Win an RTX Pro 6000 GPU and see my full session recommendations here
- describes a compute shader implementation that calculates lighting per-texel
- uses barycentric coordinates to map every texel from UV space to world space
- supports hard shadows and proximity-based dynamic blurred shadows via ray-triangle intersection tests, combining baked and real-time lighting passes into a final texture
- describes a Vulkan voxel spring-mass simulation for GPU-accelerated audio generation that requires a massive amount of dispatches
- resolves the command buffer recording bottleneck by recording a short reusable block, dispatches with VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT, and submits it multiple times
- introduces Eyot, a programming language that aims to make offloading work to the GPU simple
- compiled for both CPU and GPU with the runtime automatically handling memory allocation, kernel compilation, and scheduling
- beginner-friendly tutorial covering UV translation, scaling, and rotation inside Godot
- shows the effects of scaling UV coordinates
- demonstrates anchoring transformations to an arbitrary pivot
- outlines idTech8’s new geometry pipeline for DOOM: The Dark Ages
- using a triangle visibility buffer approach
- evaluates multiple shadingdispatch strategies, and shares performance guidelines
- presents how the tiled deferred lighting algorithm supports software VRS
- introduces the wedge product as the fundamental building block of geometric algebra
- showing how it constructs basis elements from which all multivectors are formed
- explains the three key properties of the wedge product and shows how they represent linear subspaces
Thanks to Matt Pharr for support of this series.
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