- the article shows the possibility of using Bezier Triangles to store arbitrary and use this as a lookup structure for GPUs
- shows how to calculate Barycentric Coordinates
- provide the foundation for Bezier curve creation
- extends this to a triangle formation
![](/img/posts/graphics-programming-weekly-110/cubictriangleinbox.png)
- new PIX version allows the creation of custom buffer formats and saves/restore those
- can now start applications in a suspended state, this will enable workloads leading up to the first frame to be captured
![](/img/posts/graphics-programming-weekly-110/PixBufferFormatter.png)
- collection of tweets showcasing a large number of effects, games and technical art resources
- contains gifs that explain the length of a vector, dot and cross product
![](/img/posts/graphics-programming-weekly-110/technically_art_46.png)
- new GPU architecture by Imagination Technologies (PowerVR)
- promises a 2.5x performance increased while using 60% less power and providing no thermal throttling problem
- now uses MAD 128-thread wide ALU
- improved multi-tasking systems allow timing guarantees for parallel GPU work
![](/img/posts/graphics-programming-weekly-110/powervr_20.png)
- the article presents an overview of the Taichi programming language
- a data-oriented language that separates computations from data structures
- programmers can write algorithms as if the data structure was dense
- compiler and runtime will deal with the extra complexity introduced by sparse data structures
- can generate CPU and GPU instructions
![](/img/posts/graphics-programming-weekly-110/sparse_data.jpg)
- the article describes the Visible GGX distribution (vGGX) sampling method
- mathematically proves that this results in the required probability density
![](/img/posts/graphics-programming-weekly-110/vggx-top.png)
- begins with an overview of RenderDoc functionality
- shows what window are provided by the UI, what features they expose
- how to take a frame capture of a game
- and a basic look at how to start investigating the capture
![](/img/posts/graphics-programming-weekly-110/render_doc.jpg)
- part 2 of the grass shader, part 1 was discussed in issues 105
- will extend the shader with tesselation, better lighting, and shadows
- additionally shows how this can be extended to support trampling
![](/img/posts/graphics-programming-weekly-110/grass_shader.png)
- the article provides an overview of matrices
- introduces the idea of viewing matrices as spaces and the importance of frame of reference
- with this knowledge presents the different types of linear transformation and how they influence the space
- additionally covers translations, homogeneous coordinates, and projection matrices
![](/img/posts/graphics-programming-weekly-110/translation_matrix.jpeg)
- part of Rust game programming series
- the article shows how to call D3D11 from Rust
- shows how to create a d3d11 device, swap chain and present the back buffer to the window
![](/img/posts/graphics-programming-weekly-110/black_win32_window.png)
Thanks to Spencer Sherk for support of this series.
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