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How tetrahedral cages significantly reduce BVH memory usage

How tetrahedral cages significantly reduce BVH memory usage

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.
MiniDXNN v0.4.0: Interactive neural texture compression on DirectX 12

MiniDXNN v0.4.0: Interactive neural texture compression on DirectX 12

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.
GPU view-adaptive crack-free subdivision of Bézier surfaces

GPU view-adaptive crack-free subdivision of Bézier surfaces

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.
Ray tracing massive amounts of animated geometry using tetrahedral cages

Ray tracing massive amounts of animated geometry using tetrahedral cages

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.
Post-mortem GPU crash debugging with LLMs

Post-mortem GPU crash debugging with LLMs

The new AMD RGD MCP Server connects LLM agents to AMD's GPU crash analysis pipeline, turning a single prompt into root-cause analysis and source-code fix suggestions.
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