- outlines best practices and architecture strategies for real-time path tracing in modern game engines
- recommends budgeting rays per signal rather than per pixel, combining shallow bounces with radiance caching and ReSTIR
- discusses acceleration structure updates, firefly management, and tuning ray dispatch alongside denoising and upscaling
- covers AMD driver support for DirectX 12 Agility SDK 1.620 retail and 1.722-preview on RDNA GPUs
- highlights preview DXR features including Clustered Geometry, Partitioned TLAS, and GPU-indirect acceleration structure builds
- details retail features such as DirectX Dump Files, Extended PIX Markers, and Advanced Shader Delivery integration
- proposes a lightweight neural texture upscaling method integrated directly into the texture sampling stage
- trains a single generalized MLP on diverse texture patches to avoid per-asset retraining or asset pipeline modifications
- reduces disk storage and runtime VRAM consumption while providing non-divergent execution on the GPU
- covers visual improvements to the sky, atmospheric scattering, and cloud rendering in a stylized sailing game
- verifies multiple scattering missing in POV-Ray using a custom Rust ray tracer and precomputes updated cloud LUTs
- details Godot shader tricks, including upward-pointing cloud normals for indirect light and view-vector adjustments for small planet horizons
- reflects on twelve years of developing the open-source Spartan engine from scratch
- explores the milestone of reaching a shippable game engine state with real-time path tracing, Lua, and visual scripting
- shares lessons learned from solo engine development, open-source persistence, and industry career impact
- provides a collection of interpolating spline algorithms
- implements C2 cubic, G2 cubic, Hobby, Adobe kappa-Curves, and a custom S9 G2-continuous low curvature variation
- outputs either cubic or quadratic Bézier curves
- introduces an open-source terminal UI tool for inspecting per-process GPU memory and compute activity
- supports Windows with NVIDIA/AMD telemetry and Intel WDDM activity, as well as native Linux, WSL, and Apple Silicon
- explains how to handle offscreen render targets
- presents the concepts through an ImGui system that allows the activation/deactivation of render passes at runtime
- walks through managing descriptor sets, pipeline layouts, and frame setup across render passes
- explains Thompson sampling as a heuristic for balancing exploration and exploitation in multi-armed bandit problems
- visualizes sampling from Beta distributions to model reward probabilities and choose optimal actions
- covers AMD driver support for DirectX 12 Agility SDK 1.620 retail and 1.722-preview on RDNA GPUs
- highlights preview DXR features including Clustered Geometry, Partitioned TLAS, and GPU-indirect acceleration structure builds
- details retail features such as DirectX Dump Files, Extended PIX Markers, and Advanced Shader Delivery integration
Thanks to Nathan Reed for support of this series.
Would you like to see your name here too? Become a Patreon of this series.