Fragment Shader Interlock Performance on an AMD Radeon RX 6900 XT

This is another update of the articles "Fragment Shader Interlock Performance (α Compositing)" and "Fragment Shader Interlock Performance on the Steam Deck", where I previously had a look at the performance of a GPU feature called fragment shader interlock for alpha composition. In the first article, I was not able to test the performance on AMD GPUs, as the fragment shader …

Depth Gradient for Implementing the SVGF Denoiser

When I supervised a student implementing different image denoisers into my line renderer LineVis, we faced the problem that SVGF, one of the most often used denoisers for real-time path traced applications, is dependent on ∇z(p), which the paper describes as the "gradient of clip-space depth with respect to screenspace coordinates"1 at the point p. It is used in formula (3) of the paper …