Graphics Programming weekly - Issue 128 — April 19, 2020


Bilinear texture filtering – artifacts, alternatives, and frequency domain analysis

  • provides an introducing into linear blending
  • explaining that pixels are no signal but rather samples taken at a given location
  • presents the star-shaped artifact of bilinear filtering
  • discusses an alternative to bilinear filtering with links to papers and analyzes the frequency response of some filters


validating physical light units

  • the article presents how to use the Mitsuba renderer to validate the results from a PBR renderer
  • provides an overview of the file structure used by Mitsuba and how to convert units where required


godot 4.0 gets global and per-instance shader uniforms

  • the article presents that Godot has now 3 update frequencies for shader parameters global, per-material and instance
  • provides a few video examples that show use cases of global parameters for vegetation interactions


Symposium on Interactive 3D Graphics and Games 2020 papers on the web

  • collection of papers from the I3D 2020 conference


Ray Tracing Essentials Part 5: Ray Tracing Effects

  • part 5 of Nvidia ray tracing series
  • focuses on the presentation of different visual effects that are created through ray tracing
  • such as depth of field, motion blur, atmospheric effects


nvidia webinar - ray tracing essentials

  • Eric Haines will be giving a webinar on May 12
  • explains concepts related to ray tracing, comparison of ray tracing and explain how specialized hardware can accelerate the workload
  • additionally covering denoising and other techniques required to make interactive raytracing possible


Intro to gfx-hal • Part 3: Vertex buffers

  • part 3 of Rust gfx-hal intro series
  • shows all the steps required including binary serialization of mesh data, shader changes and all other Rust changes needed to render a spinning 3D teapot


Implementing a Physically Based Shading without locking yourself in

  • presentation from revision
  • focuses on the physics of light interaction with matters
  • overview of shading models and possible implementation techniques


Introducing Low-Level GPU Virtual Memory Management

  • Cuda introduces new memory management functionality
  • allows developers to reserve virtual memory ranges and map these ranges to physical memory on demand


Secrets of Direct3D 12: Resource Alignment

  • the article shows that the D3D12 alignment requirement rules have an exception for small textures that allows a reduction in alignment requirements
  • this behavior needs to be explicitly requested and presents how to take advantage of it


3 Techniques for Dynamically Colored UI Graphics

  • the article presents 3 different techniques for Unity that allow the color of UI elements to be dynamically adjusted
  • shows pro and cons for each technique and what good use cases are


[video] A Taste of GPU Compute

  • talks aimed at computer science students starting to get started with GPU technology
  • present an overview of GPU hardware architecture
  • how functional programming is a good fit for GPUs
  • shows how to adjust 2D rendering algorithms to be better adapted for the architecture
  • overview of the graphics infrastructure (compilers, APIs, shader languages )


Frame Analysis - Overwatch

  • the article and video and present a high-level overview of the rendering passes of Overwatch


Life stories: the Glimpse Renderer – part 1

  • Part 1, 2 and 3 of a series about the story of the Glimpse Renderer
  • a renderer was written from scratch and used in multiple movies such as The LEGO Movie

Thanks to Deepak Surti for support of this series.


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