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Graphics Programming weekly - Issue 141 — July 19, 2020

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Optimizing Compute Shaders for L2 Locality using Thread-Group ID Swizzling

  • the article shows how to improve performance of fullscreen compute shader passes by tiling thread workloads to take advantage of memory locality
  • test cases show an example improvement of 1.47x on memory bound workloads

Art Tips from a Graphics Programmer 1, FRESNEL!

  • a twitter thread that visually explains what the Fresnel effect is and how it affects the appearance of different objects

Shadow Move Rendering in Killer Instinct: Season 3

  • the blog post presents how the shadow move technique was implemented in Killer Instinct: Season 3
  • the …

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