- the article discusses how to classify GPGPU work into the critical sequential work and the total amount of work done across all workers
- presents how this division is useful to talk and understand the performance of algorithms
![](/img/posts/graphics-programming-weekly-135/Work_Efficiency.png)
- the article presents how RGBE 8888 should be encoded and decoded correctly
- explains the reasoning and shows how the encoding format works
![](/img/posts/graphics-programming-weekly-135/CCIR709.png)
- part 2 of path tracing implementation series, adding Glossy reflection Anti-Aliasing, tone mapping, and camera exposure
![](/img/posts/graphics-programming-weekly-135/path_tracer_glossy_reflection.png)
- Podcast episode with Arisa Scott (Unity), Eric Haines (NVIDIA), Mike Hardison (Blizzard Entertainment), Mohen Leo (ILM)
- discussing the evolution of real-time technology and upcoming techniques
![](/img/posts/graphics-programming-weekly-135/SIGGRAPH-Blog-Header.jpg)
- the article explains how to use to distribute points onto the surface of a sphere
![](/img/posts/graphics-programming-weekly-135/Offset-Fibonacci-Lattices.jpg)
- new Vulkan SDK now contains the Microsoft Shader Compiler
- GFXReconstruct is a new layer and tool that will replace vktrace, it allows recording and playback of Vulkan commands
![](/img/posts/graphics-programming-weekly-135/vulkan.png)
- this guide is designed to explain SPIR-V, what to use it for and present an overview of the internals
- additionally provides instructions for tooling and extension mechanism
![](/img/posts/graphics-programming-weekly-135/spirv_logo.png)
- Shader guide that explains how to write Unity shaders that are compatible with the Universal Render Pipeline
- highlighting differences between the built-in pipeline and Universal Render Pipeline
![](/img/posts/graphics-programming-weekly-135/urpshadercode.png)
- the article shows problems of floating-point precision in the model export pipeline
![](/img/posts/graphics-programming-weekly-135/float_precision.png)
- the presentation explains what Ambient Occlusion is, and provides an overview of different algorithms used to implement the effect
![](/img/posts/graphics-programming-weekly-135/AmbientOcclusion.png)
- presents a method to implement a Cubism effect, similar to what can be seen in “Spider-Man: Into the Spider-Verse”
- provides a Unity implementation
![](/img/posts/graphics-programming-weekly-135/cubism.jpeg)
- the article presents Contrast Adaptive Sharpening and how it’s used in EVE to make details on ships and planet surfaces clearer
![](/img/posts/graphics-programming-weekly-135/SharpeningTheRenderer.png)
- Unity tutorial that shows to mix Normal map correctly
- considerations to export normal maps to take the most advantage of the BC compresses precision
![](/img/posts/graphics-programming-weekly-135/ScreenHunter6530.png)
Thanks to Graham Wihlidal for support of this series.
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