- a lightweight and efficient method to render layered materials with anisotropic interfaces
- based around GGX BRDF lobes approximations when aligned with the tangent frame
![](/img/posts/graphics-programming-weekly-137/layered_materials.png)
- overview of two new libraries developed by Oculus and Qualcomm to expose low-level profiling information designed for tile-based architectures
- Ovrgpuprofiler is a CLI application that provides access to assembled real-time metric details based on the low-level information
![](/img/posts/graphics-programming-weekly-137/systrace.png)
- the article presents how to use stochastic LOD selection for a DXR based ray-tracer
- the given technique uses a combination of ray and instance mask to influence the ray selection
- discusses the importance of selecting consistent LODs between rays and shows a performance comparison
![](/img/posts/graphics-programming-weekly-137/dxr-lod.png)
- the article explains how Oodle Texture can prepare BC textures in such a way that secondary compressions stages (such as zlib) will be able to compress it further
- shows what Rate-Distortion Optimization is and presents considerations regarding the importance of error estimators
![](/img/posts/graphics-programming-weekly-137/bc1_encode_options.png)
- the article presents CUDA for WSL 2, how to use it and additionally shows how it cooperates with container workloads
![](/img/posts/graphics-programming-weekly-137/stack-layers-for-linux-ai-in-wsl-2-containers.png)
- the paper presents to Welch’s statistical t-test can be used to detect bias even with low sample counts
- presents techniques to visualize and analyze the test results
![](/img/posts/graphics-programming-weekly-137/t-test.png)
- the article contains the answers to some common question viewers of the Ray Tracing Essentials webinar had
![](/img/posts/graphics-programming-weekly-137/ray_tracing_questions.jpg)
- an extensive collection resource covering various aspects of GPU optimizations
![](/img/posts/graphics-programming-weekly-137/context_rolls.png)
- the article presents how to create a running rat animation using a vertex shader
- this is archived by using UV partitioning to apply different animations to different body parts
![](/img/posts/graphics-programming-weekly-137/rat_animation.png)
- the first part of a WebGPU series shows the necessary steps required to render the first triangle
![](/img/posts/graphics-programming-weekly-137/vertex_input.png)
- this tutorial explains how to bind resources and uses this to add basic camera movement support
![](/img/posts/graphics-programming-weekly-137/webgpu_bind_group.png)
- the paper presents a technique that allows Cumulative Distribution Functions that cannot be inverted to still offer an analytical and exact solution
- shows the method at the example of a unit square, stratified sampling of a truncated disk and torus
![](/img/posts/graphics-programming-weekly-137/cdf.png)
- overview of cross-platform raytracing abstraction in “The Forge” and a summary of performance numbers on different platforms
![](/img/posts/graphics-programming-weekly-137/raytracing.png)
- the paper presents the sky and atmosphere model developed by Epic Games that support dynamic viewpoints between planet surface and space
- support different weather and planetary atmospheric settings without high dimensional lookup tables
![](/img/posts/graphics-programming-weekly-137/atmosphere.png)
- the video tutorial explains UV animation, extending this to support varying animations between pixels using flow maps
- uses the presented technique to implement a movement of a planet atmosphere using the Godot engine
![](/img/posts/graphics-programming-weekly-137/planet.png)
Thanks to Angel Ortiz for support of this series.
Would you like to see your name here too? Become a Patreon of this series.