- the article presents the basics of Singular Value Decomposition
- shows how to use the concept to check if filters are separable and if not how it helps with approximations
![](/img/posts/graphics-programming-weekly-117/filtered_images.jpg)
- a collection of articles, presentations and other resources covering volumetric cloud rendering
![](/img/posts/graphics-programming-weekly-117/Smokeball.jpg)
- the presentation provides an overview of the development of WebGPU
- presents a few API examples regarding how to use the API from Rust
- additionally offers a solution to prevent the spreading of generics required by the API
![](/img/posts/graphics-programming-weekly-117/webgpu.png)
- short Unity tutorial that shows how to use sprites to simulate screenspace effects such as distortion and color shifts
![](/img/posts/graphics-programming-weekly-117/2d_sprite_overlay.png)
- the tutorial shows how light baking is implemented in Unity
- shows how to integrate lightmaps and light probes into a custom render pipeline
- replace the default surface model during baking with a custom model
![](/img/posts/graphics-programming-weekly-117/light_baking_unity.jpg)
- the article presents Do’s and Don’ts for the use of GPU performance events
- shows how to write performance event with D3D11, D3D12, Vulkan, and OpenGL
![](/img/posts/graphics-programming-weekly-117/metro_exodus.png)
- the article describes what color banding is and what causes it
- presents a demo application that shows how dithering can help to reduce banding
![](/img/posts/graphics-programming-weekly-117/ColorBanding.png)
- the Unity tutorial shows how WorldSpace positions can be used to texture planar object
- extends these ideas to show tri-planar mapping can be used to texture arbitary meshes
![](/img/posts/graphics-programming-weekly-117/multitexturetriplanar.png)
- the article presents several Vulkan patterns that cause reduced performance and should be avoided
![](/img/posts/graphics-programming-weekly-117/vulkan_logo.png)
- the paper presents a GPU compatible algorithm for processive approximation least-square encoding into linear bases
![](/img/posts/graphics-programming-weekly-117/least_squares.png)
Thanks to Sean McAlliste for support of this series.
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