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Coding Adventure: Ray Marching
Introduction to Vulkan Compute Shaders
Coding Adventure: Rendering Fluids
Coding Adventure: Ray Tracing
Compute shader 101
Coding Adventure: Software Rasterizer
Coding Adventure: Atmosphere
URP Cookbook: Compute shaders - Part 1: Particle fun
Coding Adventure: Planetary Fluid Sim
Coding Adventure: Rendering Text
Compute Shaders || Lou Kramer || AMD
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Last Updated: September 26, 2026
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Summary
Attempting to render more intricate scenes using an acceleration structure called a Bounding Volume Hierarchy. Support my work ... ... In Unity: three-eyed-games.com/2018/05/03/gpu-ray-tracing-in-unity-part-1/ In this video I explain the basics of Vulkan We've succeeded in the past to make a bunch of little balls behave a fluid, but can we now make them look a fluid too? I tried creating a custom ray/path tracing renderer. Featuring: maths, Let's try to turn some dot products into a 3D world! Support my work (and get early access to new videos and source The planets in my solar system project are looking a bit hostile and uninviting, so in this video I'll be attempting to add some cozy ... Until today, the Fluid Simulation has been confined to a tiny box. Let's set it free on a planet, with a little orbiting moon, and see ... This talk will give an introduction to