- 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

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

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