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Graphics Programming weekly - Issue 121 — March 1, 2020

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Writing an efficient Vulkan renderer

  • copy of an article that was published in GPU Zen 2, updated for changes introduced with Vulkan 1.1 and 1.2
  • covering memory management, Descriptor sets, command buffers, pipeline barriers, render passes and pipeline management

Ray Tracing Essentials Part 2: Rasterization versus Ray Tracing

  • video comparing rasterization and ray-tracing algorithm
  • analyzing the strengths and weaknesses of both techniques and how they complement each other

A Survey of Temporal Antialiasing Techniques

  • the paper presents an overview of Temporal Antialiasing (TAA) techniques, the history, different implementation techniques
  • follows up with a presentation of open …

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