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Explore our continually-growing library of technical blogs, written by AMD engineers and guest game developers. Benefit from their valuable experience covering general development techniques, developing with AMD hardware, ray tracing, HPC, ML, Vulkan®, DirectX®, Unreal Engine®, and lots more. 

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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.
WMMA guide for AMD RDNA 4 architecture GPUs - part 3

WMMA guide for AMD RDNA 4 architecture GPUs - part 3

Learn how to implement fast in-register matrix transpose on AMD RDNA™ 4 architecture GPUs with a WMMA-based identity trick, delivering a lightweight, memory-free alternative proven in Llama.cpp.
WMMA guide for AMD RDNA 4 architecture GPUs - part 2

WMMA guide for AMD RDNA 4 architecture GPUs - part 2

Achieve peak AMD RDNA™ 4 architecture memory bandwidth for low-precision GEMM by fusing WMMA to double the K dimension, enabling 128-bit loads for FP8/INT8, and matching hipBLAS results bit-for-bit.
WMMA guide for AMD RDNA 4 architecture GPUs - part 1

WMMA guide for AMD RDNA 4 architecture GPUs - part 1

Practical guide to fusing GEMMs on AMD RDNA™ 4 architecture, covering WMMA layout, a transpose-by-swapping A/B technique, HIP sample code, and hipBLAS-verified results used in Llama.cpp.
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