<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:media="http://search.yahoo.com/mrss/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>AMD GPUOpen</title><description>Gaming and graphics technologies from AMD</description><link>https://gpuopen.com/</link><atom:link href="https://gpuopen.com/feed.xml" rel="self" type="application/rss+xml"/><item><title>How tetrahedral cages significantly reduce BVH memory usage</title><link>https://gpuopen.com/learn/how-tetrahedral-cages-significantly-reduce-bvh-memory-usage/</link><guid isPermaLink="true">https://gpuopen.com/learn/how-tetrahedral-cages-significantly-reduce-bvh-memory-usage/</guid><description>The AMD tetrahedral cage technique ray traces 25,000 independently animated plants at 60+ FPS while slashing BVH memory and update costs for massive dynamic scenes.</description><pubDate>Thu, 17 Sep 2026 13:00:00 GMT</pubDate><media:content type="image/jpeg" width="1280" height="720" medium="image" url="https://gpuopen.com/_astro/amd_tetrahedral_cage_approach_featured.DNoUDeoB.jpg"/><enclosure url="https://gpuopen.com/_astro/amd_tetrahedral_cage_approach_featured.DNoUDeoB.jpg" type="image/jpeg"/><category>microsoft-directx</category><category>game-development</category><category>graphics-apis</category><category>memory</category><category>optimization</category><category>performance</category><category>raytracing</category><category>research</category><category>technical-articles</category></item><item><title>ADLX 2.0: Extending graphics control to AI agents and agentic apps</title><link>https://gpuopen.com/learn/adlx-2-0-extending-graphics-control-to-ai-agents-apps/</link><guid isPermaLink="true">https://gpuopen.com/learn/adlx-2-0-extending-graphics-control-to-ai-agents-apps/</guid><description>AMD ADLX 2.0 adds AI extensions and MCP servers to help developers build intelligent apps that can monitor, manage, and optimize AMD graphics hardware.</description><pubDate>Wed, 16 Sep 2026 10:00:00 GMT</pubDate><media:content type="image/jpeg" width="1280" height="720" medium="image" url="https://gpuopen.com/_astro/amd_device_library_extra_featured.BdFCq0q3.jpg"/><enclosure url="https://gpuopen.com/_astro/amd_device_library_extra_featured.BdFCq0q3.jpg" type="image/jpeg"/><category>amd-device-library-extra</category><category>ml</category><category>product-blogs</category><category>tools</category></item><item><title>Temporally stable generative illumination with a one-step diffusion model</title><link>https://gpuopen.com/learn/temporally-stable-generative-illumination/</link><guid isPermaLink="true">https://gpuopen.com/learn/temporally-stable-generative-illumination/</guid><description>A generative method for real-time global illumination using a single-step latent diffusion model, delivering stable, high-quality lighting without costly iterative processing.</description><pubDate>Wed, 09 Sep 2026 13:00:00 GMT</pubDate><media:content type="image/jpeg" width="1280" height="720" medium="image" url="https://gpuopen.com/_astro/temporally_stable_generative_illumination_featured.C6vx2Vbn.jpg"/><enclosure url="https://gpuopen.com/_astro/temporally_stable_generative_illumination_featured.C6vx2Vbn.jpg" type="image/jpeg"/><category>arr-group</category><category>gi</category><category>ml</category><category>optimization</category><category>raytracing</category><category>research</category></item><item><title>AMD FSR plugin updated for Unreal Engine 5.8</title><link>https://gpuopen.com/learn/amd-fsr-plugin-updated-for-unreal-engine-58/</link><guid isPermaLink="true">https://gpuopen.com/learn/amd-fsr-plugin-updated-for-unreal-engine-58/</guid><description>The updated AMD FSR™ Unreal® Engine plugin brings ML-powered upscaling and frame generation to Unreal Engine 5.8, now extending FSR Upscaling support to AMD Radeon RX 7000 Series GPUs.</description><pubDate>Thu, 27 Aug 2026 12:00:00 GMT</pubDate><media:content type="image/jpeg" width="1280" height="720" medium="image" url="https://gpuopen.com/_astro/unreal_engine_5_8_featured.D6bfI6Uf.jpg"/><enclosure url="https://gpuopen.com/_astro/unreal_engine_5_8_featured.D6bfI6Uf.jpg" type="image/jpeg"/><category>amd-fsr-3</category><category>amd-fsr-4</category><category>amd-fsr-framegeneration</category><category>amd-fsr-upscaling</category><category>antilag</category><category>unreal</category><category>game-development</category><category>ml</category><category>performance</category><category>product-blogs</category><category>redstone</category><category>super-resolution</category><category>technical-articles</category></item><item><title>Lightweight attention-based indirect illumination</title><link>https://gpuopen.com/learn/lightweight-attention-based-indirect-illumination/</link><guid isPermaLink="true">https://gpuopen.com/learn/lightweight-attention-based-indirect-illumination/</guid><description>Introducing a lightweight, attention-based neural GI model that reconstructs off-screen indirect illumination using reflective shadow maps, generalizing to scenes not seen during training.</description><pubDate>Thu, 20 Aug 2026 18:00:00 GMT</pubDate><media:content type="image/jpeg" width="1280" height="720" medium="image" url="https://gpuopen.com/_astro/attention_illumination_featured.Dxh3wmrE.jpg"/><enclosure url="https://gpuopen.com/_astro/attention_illumination_featured.Dxh3wmrE.jpg" type="image/jpeg"/><category>arr-group</category><category>gi</category><category>instinct</category><category>ml</category><category>optimization</category><category>raytracing</category><category>research</category></item><item><title>MiniDXNN v0.4.0: Interactive neural texture compression on DirectX 12</title><link>https://gpuopen.com/learn/minidxnn-v040-interactive-neural-texture-compression/</link><guid isPermaLink="true">https://gpuopen.com/learn/minidxnn-v040-interactive-neural-texture-compression/</guid><description>MiniDXNN v0.4.0 introduces D3D12 Linear Algebra (SM 6.10) support, input encodings and neural texture compression, plus a real-time GUI app that trains and visualizes GPU-accelerated MLPs on DirectX® 12.</description><pubDate>Thu, 13 Aug 2026 14:30:00 GMT</pubDate><media:content type="image/jpeg" width="1280" height="720" medium="image" url="https://gpuopen.com/_astro/minidxnn04_featured.D2BFPCTo.jpg"/><enclosure url="https://gpuopen.com/_astro/minidxnn04_featured.D2BFPCTo.jpg" type="image/jpeg"/><category>driver</category><category>gpu-open-sdks</category><category>gpu-open-tools</category><category>microsoft</category><category>microsoft-agility-sdk</category><category>microsoft-directx</category><category>compression</category><category>getting-started</category><category>graphics-apis</category><category>maths</category><category>memory</category><category>ml</category><category>technical-articles</category><category>tools</category></item><item><title>GPU view-adaptive crack-free subdivision of Bézier surfaces</title><link>https://gpuopen.com/learn/gpu-view-adaptive-subdivision/</link><guid isPermaLink="true">https://gpuopen.com/learn/gpu-view-adaptive-subdivision/</guid><description>Learn how fast, crack-free GPU work graph subdivision for bicubic Bézier surfaces dramatically reduce triangle counts while simplifying implementation and matching hardware-tessellation quality.</description><pubDate>Thu, 06 Aug 2026 12:00:00 GMT</pubDate><media:content type="image/jpeg" width="1280" height="720" medium="image" url="https://gpuopen.com/_astro/teaser_subdiv_wire_featured.BtvGrp40.jpg"/><enclosure url="https://gpuopen.com/_astro/teaser_subdiv_wire_featured.BtvGrp40.jpg" type="image/jpeg"/><category>microsoft-work-graphs</category><category>graphics-apis</category><category>maths</category><category>memory</category><category>optimization</category><category>performance</category><category>research</category><category>technical-articles</category></item><item><title>Ray tracing massive amounts of animated geometry using tetrahedral cages</title><link>https://gpuopen.com/learn/ray-tracing-massive-amounts-animated-geometry/</link><guid isPermaLink="true">https://gpuopen.com/learn/ray-tracing-massive-amounts-animated-geometry/</guid><description>Animate compact tetrahedral cages and reuse static mini-BLASes to ray-trace hundreds of millions of triangles in real time, dramatically cutting per-frame update and memory costs for dense foliage, grass, and crowds.</description><pubDate>Wed, 22 Jul 2026 01:00:00 GMT</pubDate><media:content type="image/jpeg" width="1280" height="720" medium="image" url="https://gpuopen.com/_astro/rt_massive_teaser_gamma_featured.C4yHI1jh.jpg"/><enclosure url="https://gpuopen.com/_astro/rt_massive_teaser_gamma_featured.C4yHI1jh.jpg" type="image/jpeg"/><category>microsoft-agility-sdk</category><category>microsoft-directx</category><category>architecture</category><category>game-development</category><category>graphics-apis</category><category>memory</category><category>optimization</category><category>performance</category><category>raytracing</category><category>research</category><category>technical-articles</category></item><item><title>Post-mortem GPU crash debugging with LLMs</title><link>https://gpuopen.com/learn/post-mortem-gpu-crash-debugging-with-llms/</link><guid isPermaLink="true">https://gpuopen.com/learn/post-mortem-gpu-crash-debugging-with-llms/</guid><description>The new AMD RGD MCP Server connects LLM agents to AMD&apos;s GPU crash analysis pipeline, turning a single prompt into root-cause analysis and source-code fix suggestions.</description><pubDate>Tue, 14 Jul 2026 12:00:00 GMT</pubDate><media:content type="image/jpeg" width="1280" height="720" medium="image" url="https://gpuopen.com/_astro/gpu_crash_debug_llm_featured.HFp4Dy93.jpg"/><enclosure url="https://gpuopen.com/_astro/gpu_crash_debug_llm_featured.HFp4Dy93.jpg" type="image/jpeg"/><category>gpu-open-tools</category><category>gpuopen-third-party</category><category>microsoft</category><category>radeon-developer-tool-suite</category><category>radeon-gpu-detective</category><category>getting-started</category><category>graphics-apis</category><category>memory</category><category>ml</category><category>technical-articles</category><category>tools</category></item><item><title>AMD FSR Upscaling 4.1 RDNA 3 Support Now Available in FSR SDK 2.3 Update</title><link>https://gpuopen.com/learn/amd-fsr-sdk-2-3-blog/</link><guid isPermaLink="true">https://gpuopen.com/learn/amd-fsr-sdk-2-3-blog/</guid><description>AMD FSR &quot;Redstone&quot; SDK 2.3 brings ML-powered FSR Upscaling 4.1.1 to AMD Radeon RX 7000 Series GPUs, along with Frame Generation 4.0.1 and Ray Regeneration 1.2 improvements for RDNA 4 GPUs.</description><pubDate>Wed, 24 Jun 2026 19:07:00 GMT</pubDate><media:content type="image/png" width="1280" height="720" medium="image" url="https://gpuopen.com/_astro/featured_white_amd_fsr_sdk.CSz0w4hi.png"/><enclosure url="https://gpuopen.com/_astro/featured_white_amd_fsr_sdk.CSz0w4hi.png" type="image/png"/><category>amd-fsr-framegeneration</category><category>amd-fsr-rayregeneration</category><category>amd-fsr-sdk</category><category>amd-fsr-upscaling</category><category>gpu-open-effects</category><category>denoising</category><category>game-development</category><category>product-blogs</category><category>raytracing</category><category>rdna</category><category>redstone</category><category>super-resolution</category></item></channel></rss>