Video quality metrics built for filmed videos miss upscaling artifacts in real-time rendering. Video Rater is open-source research for rating game engine output.

🎮 Rate renders vs. ground truth.
🧪 Helps build better metrics.

Get the paper ⬇️

gpuopen.com/learn/publicat…
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How does @11bitstudios balance creative ambition with technical performance?

🎮 AMD FSR delivers performance & better visuals across a wide range of hardware.
🤝 Collaboration with AMD to help solve development challenges.

Watch the story ⬇️

youtube.com/watch?v=k72QHi…
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Replying to @GPUOpen
This paper was presented at @EGSympRendering (Eurographics Symposium on Rendering 2026)!

Watch the presentation ⬇️

youtube.com/watch?v=fo6tcb…

#GPU #workgraphs #rendering
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Missed #UnrealFest26?

Catch up on our time at the event, including:

🎙️ Databiomes' AI voice moderation demo, optimized in collaboration with AMD.
🎮 Epic Games on the State of Unreal keynote.
👥 How the AMD team supports game devs.

Watch the recap ⬇️

youtube.com/watch?v=09H_jE…
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Proud to sponsor #UnrealFest26!

Join AMD & Databiomes 2PM CT today:

🧠 "Scaling AI the Smart Way: Memory Footprint and Runtime Efficiency"

⚡ Optimizing AI models for in-game inference.
🎮 Scaling across CPU, GPU, & NPU in Unreal Engine.

More info ⬇️ unrealfest.unrealengine.com/event/46281576…
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Congratulations to our AMD Developer Community on turning 1! 🎉

🙏 Huge thanks to everyone on Discord & our Community Forums. You’ve helped shape what comes next from AMD for developers.

🔁 See what we’ve built together in our Year 1 recap!

Join now 👉 gpuopen.com/devcommunity/?…
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AMD is proud to support @CDPROJEKTRED's Dziewczyny w Grze! (Girls in the Game!) 💜

Now in its 5th edition, this scholarship & mentoring program helps young women take their first steps into #gamedev 🎮

Celebrating 5 years of dreams and levels unlocked.

youtube.com/watch?v=-fFSfB…
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We're at @XPGamingInc in Toronto! 🍁 #XP26

Come find us at the AMD booth:

👥 AMD Developer Programs & GPUOpen.
🎮 FSR and Schola demos.
🎤 Catch our presentation Friday afternoon.

#gamedev session info ⬇️

xpgamesummit.com/sessions/advan…
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Want to build your own ray tracer or path tracer on AMD GPUs? Our #Raytracing using #HIP paper covers:

🎇 The essential math
🎇 Camera setup, intersections, NEE, BVH + more
🎇 How to accelerate everything with HIPRT

Find it with our other papers: gpuopen.com/learn/publicat…

Direct //t.co/8NMlJ5t3kS
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Join us next week at the Montreal International Game Summit on Nov 11-12.

🎓 Attend our “Advancing AI Game Development with AMD” developer session.
🛠️ Visit our booth to see some of our latest tech demos.

👉 Register now: migs.biz/en/sessions/ad…

#MIGS25 #gamedev
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Get up to speed with our latest advanced graphics research:

📝 GATE (Geometry-Aware Trained Encoding) for neural rendering.
📝 Real-time procedural GPU tree generation.
📝 Neural Visibility Cache for real-time light sampling.

📥 Download the papers: gpuopen.com/learn/publicat…
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Our research on Neural Supersampling and Denoising (NSSD) has been updated.

💥 We've added a lightweight multi-branch and multi-scale feature extraction network for superior visual quality.

Our recently expanded blog has all the details 👉 gpuopen.com/learn/neural_s…
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Replying to @GPUOpen
🕵🏻 AMD Radeon GPU Detective (RGD), our tool for analysis of GPU crashes ⚠️ adds support for:

🔎 Debug information from the DirectX® Shader Compiler (DXC) ...
🔎 ... that enhances the crash analysis with additional helpful info.

👉 More details: gpuopen.com/learn/enhancin…
(🧵2/2)
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🛠️ We’re pleased to announce that the AMD Radeon Developer Tool Suite has been updated with:

🆕 Support for additional @AMDRadeon RX 9000 series GPUs.
🆕 Enhanced features and updates to all the tools.

👉 Learn more: gpuopen.com/learn/radeon-d…
(🧵1/2)
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Join the new AMD Developer Community Discord today to:

💥 Connect with fellow developers and AMD staff
💥 Ask questions and share ideas about #GameDev, #AI Dev, and more!

👉 Sign up now: discord.gg/amd-dev
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Join us & the Microsoft @DirectX12 team at #GDC2025 for exciting sessions that push the boundaries of #gamedev 🛠️

📈 2.40pm today: our in-depth look at how Work Graphs are redefining GPU programmability!

👉 Learn more about all the DirectX sessions: devblogs.microsoft.com/directx/direct…
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According to the #LunarG 2024 Ecosystem Survey Report, over half of all developers surveyed use our Vulkan Memory Allocator (VMA) library for their #Vulkan development 🎉

Thank you for your trust and support! 🥰

VMA: gpuopen.com/vulkan-memory-…
Survey: lunarg.com/2024-ecosystem…
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AMD has been providing production support for the TV anime: “Blue Box” / #アオのハコ

AMD Radeon ProRender with #Houdini is being used for the CGI.

🔗 Houdini RPR plugin: github.com/GPUOpen-Librar…

🔗 Learn more about Radeon #ProRender on GPUOpen: gpuopen.com/radeon-pro-ren…
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We've got another exciting technical report to share with you today:

🎓 A Numerically Stable Implementation of the von Mises–Fisher Distribution on S^2

Read the full report via GPUOpen (direct link - 1MB PDF): gpuopen.com/download/publi…
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If you're at #CES2025, head over to the AMD booth!

🔥 We're showing our GI-2.0 AI-assisted real-time path tracing, accelerated by our NEW neural super sampling denoising technique 🔥

If you missed our blog last year, here it is: gpuopen.com/learn/neural_s…
🎇 We're excited to share more of our latest #raytracing #research in our latest blog! 🎇

➡️ Read about our new neural denoising and supersampling technique, where we aim to achieve real-time #pathtracing 🔥

Find out how on GPUOpen ⤵️

gpuopen.com/learn/neural_s…
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At #Siggraph Asia 2024, we present an unbiased many-light sampling method based on spherical Gaussians.

To estimate the importance of lights, we introduce new high-quality spherical Gaussian convolutions for diffuse and glossy surfaces.

Top table entry:
gpuopen.com/advanced-rende…
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🎇 DMMs (displaced micro-meshes) deliver excellent geometry compression but don't represent animated geometry well 🎇

Our paper explores producing high-quality animated DMMs, showing how to preserve their low memory footprint, BVH build, and update costs:gpuopen.com/download/publi…
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You can watch our #HIP #Raytracing presentation at @HPG_Conf: youtube.com/live/lx1v-Bcza… 📽️

🎇 We've also added some more tutorials for HIP RT, including how to use HIP RT to compute direct illumination using Monte Carlo integration:

github.com/GPUOpen-Librar…
🧵(1/4) We'll be at @HPG_Conf, Denver, July 27! We're very excited to share the four papers we'll be presenting in this thread 🔥

📜 Paper 1 - HIPRT: Our #raytracing framework in HIP

Take a look (28MB): gpuopen.com/download/publi…

Learn more about #HIP RT: gpuopen.com/hiprt/?utm_sou…
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Replying to @bitsaucedev
@bitsaucetweets Hello! It sounds like you may have already found the environment variables seen below at gpuopen.com/gdc-presentati…

There's a dedicated Steam Deck video here: youtube.com/watch?v=If7Dot… + many more tools-related videos here: gpuopen.com/learn/getting-…

DM if you need anything more! 🙂
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If you're looking to learn #deeplearning in a #graphics dev context, @boksajak has written an excellent crash course which we're excited to share on GPUOpen 🎉

You'll learn about #neuralnetworks, practical graphics applications, + links to sample code!

gpuopen.com/learn/deep_lea…
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Replying to @GPUOpen
🧵(4/4) @HPG_Conf

📜 Paper 4 - Real-Time Procedural Generation with GPU Work Graphs

This paper shows some of the procedural effects from our #GDC2024 #WorkGraphs demo! 🏰

gpuopen.com/download/publi… (32MB)

Demo: gpuopen.com/learn/gdc-2024…
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Replying to @GPUOpen
🧵(3/4)

📜 Paper 3 - DGF: A Dense, Hardware-Friendly Geometry Format for Lossily Compressing Meshlets with Arbitrary Topologies.

DGF will do for geometry what block compression did for textures, enabling #raytracing of massive micropolygon geometry 🗜️

gpuopen.com/download/publi…
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Replying to @GPUOpen
🧵(2/4) @HPG_Conf

📜 Paper 2 - H-PLOC: Super-fast, high-quality BVH construction.

Allows for constructing a BVH over millions of triangles in just a few ms. Very useful for efficiently #raytracing a large amount of fully dynamic geometry per frame 🎇

gpuopen.com/download/publi…
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We'll present "Neural Texture Block Compression" @ #EGSR2024 in London.

Nobody likes downloading huge game packages. Our method compresses the texture using a neural network, reducing data size.

Unchanged runtime execution allows easy game integration. egsr2024.uk/programme/
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✨ Our Microsoft @DirectX12 Work Graphs session at the Advanced Graphics Summit at #GDC2024 created a lot of excitement ✨

Now you can discover how Work Graphs will transform GPU programming for yourself, with the just-released video and slide deck: youtube.com/watch?v=QQP6-J…
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We're excited to share our new #research paper: "Efficient Visibility Reuse for Real-time ReSTIR"

◼️ Our technique reuses info from nearby pixels to estimate the visibility, improving shadow edge quality ◼️

Find all links on ARR Group's page on GPUOpen: gpuopen.com/advanced-rende…
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Replying to @GPUOpen
✨ And don't miss @domipheus announcing AMD #FSR 3.1 in the video of our "High Performance Rendering in Snowdrop using AMD #FidelityFX Super Resolution 3" session ✨

youtu.be/ojhkxXLRcTU?si…
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Replying to @GPUOpen
🧵 Close the case on #GDC24 Wednesday by investigating our #Radeon GPU Detective session 🕵️

@Reg__ & Amit + guest Marco Bouterse (@NixxesSoftware) teach capturing and analyzing AMD GPU crash dumps with RGD.

🗓️ Wed Mar 20 @ 5pm
📌 3001, West Hall

schedule.gdconf.com/session/post-m… (8/8)
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Replying to @GPUOpen
🧵 It’s #GDC24 Tools Time with Amit & Chris! Get the latest @AMDRadeon Dev Tool Suite news 🛠️

Plus hear about shader instrumentation with brand-new GPU Reshape, with creator @miguel_oenp (@sd_studios)

🗓️ Wed Mar 20 @ 3.30pm
📌 3001, West Hall

schedule.gdconf.com/session/game-o… (7/8)
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Replying to @GPUOpen
🧵 Bring some sunshine to your #GDC24 afternoon with @diharaw94, as he shines a light on upcoming AMD FidelityFX Brixelizer & Brixelizer GI 🌞

He’ll also update you on the latest AMD #FidelityFX SDK news!

🗓️ Wed Mar 20 @ 2pm
📌 3001, West Hall

schedule.gdconf.com/session/global… (6/8)
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Replying to @GPUOpen
🧵 If #CPU bottlenecks ruin your day, fix it with @KenMitchellKen’s AMD #Ryzen optimization #GDC24 session 💻

Learn about micro-architecture, optimizations, frequent issues, benchmarking, + more!

🗓️ Wed Mar 20 @ 12.30pm
📌 3001, West Hall

schedule.gdconf.com/session/amd-ry… (5/8)
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Replying to @GPUOpen
🧵 Upscale your #GDC24 experience with @domipheus updating you on AMD #FSR 3 ✨

Guest Hampus Siversson (@UbiMassive) will share FSR 3➡️Snowdrop Engine integration details + how this aided FSR 3 dev work!

🗓️ Wed Mar 20 @ 10.30am
📌 3001, West Hall

schedule.gdconf.com/session/high-p… (4/8)
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Replying to @GPUOpen
🧵 Join Lou 👩‍🔧 & Max 👨‍🔧 for a #GDC24 deep-dive into mesh shaders + explore new ways of rendering & compressing assets 🗜️

You’ll also learn how to best optimize #meshshaders for #AMD #RDNA 3 architecture!

🗓️ Wed Mar 20 @ 9am
📌 3001, West Hall

schedule.gdconf.com/session/mesh-s… (3/8)
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Replying to @GPUOpen
🧵 Don't miss @NIV_Anteru (@AMD) + Shawn Hargreaves (@DirectX12) @ #GDC24 Advanced #Graphics Summit 📈

Discover the impact the new Microsoft Work Graphs API will have on the #GPU programming landscape!

🗓️ Mon Mar 18 @ 1.20pm
📌 303, South Hall

schedule.gdconf.com/session/advanc… (2/8)
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Replying to @GPUOpen
🧵 (3/3) The other paper to be presented:

🎇 2. "Bounded VNDF Sampling for Smith–GGX Reflections"

▶️ asia.siggraph.org/2023/presentat… Wed 13 Dec @ 4:50pm C4.8, Level 4

If you're interested in joining ARR group, talk to the team at #SIGGRAPHAsia2023 or contact details on their papers.
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Replying to @GPUOpen
🧵 (2/3) Also at #SIGGRAPHAsia2023, ARR group will be presenting two papers.

🎆 1. "Real-time Rendering of Glossy Reflections using #RayTracing and Two-level Radiance Caching"

▶️ asia.siggraph.org/2023/presentat… Tues 12 Dec @ 5.41pm, C4.11, Level 4

Both papers: gpuopen.com/advanced-rende…
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🧵 (1/3) Our Advanced #Rendering Research (ARR) group will be at #SIGGRAPHAsia2023 next week, presenting sessions.

🎓 A course on #GPU Programming Primitives for Computer Graphics

▶️ asia.siggraph.org/2023/presentat… Thurs 14 Dec @ 9am C4.6, Level 4
▶️ More info: gpu-primitives-course.github.io
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Replying to @GPUOpen
💎 We'd also love to add your contributions to this blog to make it even more valuable 💎

Feel free to DM us, or reply to this post with your top tip for #graphics beginners.

If it's accepted, we'll publish it on the blog and credit your X handle (after confirming via DM).
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We will be hosting a course: "#GPU Programming Primitives for Computer Graphics" at #SIGGRAPHAsia2023.

The course introduces programming primitives for parallel algorithms in computer graphics. It covers theoretical foundations, practical examples, as well as real-world e details, please refer to gpu-primitives-course.github.io

Looking forward to seeing you in person at SIGGRAPH Asia 2023!
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Replying to @GPUOpen
🧵Paper 2/2 introduces a novel approach to rendering reflections in real time that combines the radiance probes of an existing diffuse global illumination framework (GI-1.0) and denoised ray-traced reflections.

#SiggraphAsia2023

gpuopen.com/download/publi…
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Two new #research papers today!

🧵Paper 1/2 introduces an easy method for improving the quality of VNDF sampling for reflections.

This simple method limits the sampling range for a state-of-the-art VNDF sampling method that uses a spherical cap.

gpuopen.com/download/publi…
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Replying to @GPUOpen
We've just made the slide deck available for "Efficient Spatial Resampling using the PDF Similarity"!

Take a look: (95MB, PDF) 🧵2.5/3

gpuopen.com/download/publi…

Don't forget, there's more of our #research published at gpuopen.com/learn/publicat…
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Replying to @GPUOpen
3. "Subspace Culling for Ray-Box Intersection" proposes a novel culling approach to reduce false-positive hits for the bounding box by embedding a binary voxel data structure to the volume.

Preprint: gpuopen.com/download/publi… #i3D2023

More papers at gpuopen.com/learn/publicat… 🧵3/3
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Replying to @GPUOpen
2. "Efficient Spatial Resampling Using the PDF Similarity" introduces a new method of rejecting spatial reuse based on the similarity of PDF shapes for single-bounce path connections such as direct illumination.

Preprint:
gpuopen.com/download/publi… #I3D2023 🧵2/3
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We're presenting 3 papers at #I3D2023! A thread 👇

1: "Performance Comparison of BVHs for GPU #RayTracing" proposes a novel method using global optimization with simulated annealing, and combines it with the existing best-performing BVH builders.

jcgt.org/published/0011… 🧵1/3
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👉Our #GDC23 #AMD sponsored sessions are TODAY!👈

Hope to see many of you #gamedev there! 👋

Find out more on GPUOpen: gpuopen.com/events/gdc-202…
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Make time 🕦 for our #GDC23 temporal #upscaling session, covering:

⏫ Core concepts
⏫ How we implemented and evolved #FSR2 to work well in real games
⏫ An early look at where #FSR is going next 🕵️

Pack your very best motion vectors and join us! 👇
schedule.gdconf.com/session/tempor…
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Did you see "Two-Level Radiance Caching for Fast and Scalable Real-Time GI in Games" at the #GDC23 Advanced Graphics Summit yesterday? 🎇

Here's a PREVIEW video of a pre-release version of our GI-1.0 solution, including a look at glossy reflections!
youtu.be/o5zjvSTHz5s
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As our #FidelityFX #opensource technology collection grows, we wanted to make them easier to evaluate, understand, and integrate into your games ✨

So we've reworked our FidelityFX technologies into a simple and consistent SDK, previewing at #GDC23 👇

schedule.gdconf.com/session/the-fi…
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Microsoft #DirectStorage lets your game reduce loading times and improve asset streaming performance by maxing out the perf of modern high-speed NVMe storage.

Gain valuable DirectStorage integration tips to improve the gaming experience at #GDC23 👇

schedule.gdconf.com/session/direct…
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If ISAs, multi-threading, and cache topologies are what gets you out of bed in the morning, come to our @AMDRyzen processor software optimization #GDC23 session!

Get the inside track on tuning for Zen 4's magnificent microarchitectural machinery: 👇

schedule.gdconf.com/session/amd-ry…
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Sparse distance fields are an efficient representation of complex scene geometry. They can help accelerate techniques like real-time GI 🌅

Our #GDC23 session walks you through the details, with an early look at our NEW #FidelityFX Brixelizer library! 👇

schedule.gdconf.com/session/real-t…
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Our fantastic #Radeon Developer Tool Suite helps you to analyze and optimize @DirectX12 and @VulkanAPI games on PC 🛠️

At #GDC23 we're showcasing the tools and sharing what's new, including our work with @LunarGInc for #DXR support in GFXReconstruct 👇

schedule.gdconf.com/session/optimi…
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We're very excited to be part of the Advanced #Graphics Summit again at #GDC23 this year!

Our session will cover a state-of-the-art, fast + high quality real-time global illumination (GI) system, researched right here at #AMD 🌞

Session details: schedule.gdconf.com/session/advanc…
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Don't miss us at @Official_GDC 2023! 👋

Look out for tweets promoting our seven exciting sessions over the next few weeks. You can read more about what we'll be talking about here:
gpuopen.com/gdc-2023-annou…
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If you develop for @RADV or @Steamdeck then do not miss this video by @Venemo & Friedrich Vock from @valvesoftware , and #AMD's @Reg__ at @VulkanAPI's #Vulkanised 2023.

Learn how to use our #Radeon Developer Tools to optimize your #gamedev!

youtube.com/watch?v=If7Dot…
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Read our #realtime #denoising research!
"Weighted À-Trous Linear Regression (WALR) for Real-Time Diffuse Indirect Lighting Denoising": a new regression-based method for denoising images from path-traced #globalillumination with few rays/pixel. #raytracing
gpuopen.com/download/publi…
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Learn how your GPU submission strategy can affect #performance and what a #gamedev can do to make a positive difference!

This detailed PDF [7MB] was originally presented at @RebootDevelop Blue 2022 by a man with a Justin Bieber poster on his office wall.
gpuopen.com/presentations/…
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Here's yet more #raytracing research!

"Performance Comparison of Bounding Volume Hierarchies for GPU Ray Tracing" empirically compares the most popular methods of addressing BVHs in the context of #GPU ray tracing.

🔗jcgt.org/published/0011…
📄 github.com/meistdan/hippie (HIP src)
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We've published our #realtime #globalillumination rendering technique "GI-1.0" which uses two caching schemes. We use the ray budget efficiently to avoid wasting any computation.

The scene we tested takes only 1.9-3.2ms 👀

Read it now: 👇
gpuopen.com/download/publi… #raytracing
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Looking for more publications from our research groups? Our ARR Group has a new tech report, explaining the architecture and implementation of geometry and texture streaming in @Radeon #ProRender.

Find it linked here, alongside others you may have missed:
gpuopen.com/advanced-rende…
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New! Preprints released by one of our #research groups for #SIGGRAPH Asia 2022:

⭐️ Fused BVH to Ray Trace Level of Detail Meshes (Tech report)
⭐️ Combining GPU Tracing Methods within a Single Ray Query
⭐️ Progressive Material Caching

Links on #GPUOpen 👇
gpuopen.com/advanced-rende…
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Replying to @rtarun0
@rtarun0 @antonschrein @panoskarabelas @TigerGD That's fair. Fortunately, it is a very short walk from Sponza to perform our required penance:
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