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GPGPU Compute Concepts

1/19/2023 @ 5:00 PM · Updated 3 months ago

A comprehensive overview of general purpose graphics processing unit (GPGPU) computing, how modern GPU hardware execute compute shaders, and best practices for applications and games.

Ray Tracing Acceleration Structures

4/24/2022 @ 6:00 PM · Updated 4 weeks ago

An overview of ray tracing acceleration structures, reviewing bounding volume hierarchies, KD-trees, morton codes, and recent papers on the subject.

A Review of Shader Languages

2/12/2022 @ 6:30 PM · Updated 3 months ago

A review of the state of the art in real time graphics shading languages and compilers in both graphics and compute. What are some of the differences between HLSL, GLSL, MSL, and WGSL? What are some ways to transpile shaders?

Raw DirectX 12

10/23/2021 @ 8:36 PM · Updated 3 months ago

An introduction to writing a simple Hello Triangle DirectX 12 application. DirectX 12 is the latest low level graphics API for writing Windows applications, supporting ray tracing, compute, rasterization, and much more.

Raw DirectX 11

10/22/2021 @ 8:36 PM · Updated 3 months ago

An introduction to writing a simple Hello Triangle DirectX 11 application. DirectX 11 is the previous version of the standard low level graphics API for writing Windows applications, supporting compute, rasterization, and much more.

Frame Analysis - Control

6/11/2021 @ 3:00 PM · Updated 3 months ago

A review of the rendering architecture of Control, reviewing their ray tracer, rendering architecture, and technical art direction.

Intro to Toolbag Custom Shaders

6/2/2021 @ 8:30 PM · Updated 3 months ago

An introduction to writing your own custom shaders using Marmoset Toolbag. Create custom shaders for material behavior or screen space effects.

Intro to Writing Toolbag Plugins

3/25/2021 @ 8:01 PM · Updated 3 months ago

A introduction to writing plugins with Marmoset Toolbag. Learn tips and tricks to configure your development setup as we go over examples of different use cases for writing a Toolbag Plugin.

A Comparison of Modern Graphics APIs

1/30/2021 @ 8:54 PM · Updated 3 months ago

Low level Graphics APIs such as Vulkan, DirectX, Metal, and WebGPU are converging to a model similar to the way GPUs are currently built. In this article we'll review modern graphics APIs and how they compare with older graphics APIs such as OpenGL in their design and data structures.

Ray Tracing Denoising

10/6/2020 @ 6:00 PM · Updated 3 months ago

An overview of ray tracing denoising, reviewing filtering, spatiotemporal, sampling and AI techniques to improve convergence and temporal coherency in real time ray traced applications.

Portfolio Design and Engineering

7/12/2020 @ 12:00 PM · Updated 3 months ago

Let's discuss what it means to design and engineer a portfolio, looking at case studies, engineering, and user experience design.