- part 2 of the video tutorial that adds material support to the SDF based Newton Cradle implemented using ShaderToy
- presents how to classify the objects into separate materials
- adds support for cube map environment maps and reflections on the objects of the scene
![](/img/posts/graphics-programming-weekly-181/newton_cradle.png)
- the article presents a walkthrough how the author analyzed the slow shader performance on the GPU of the Pixel 4
- shows how to detect occupancy, get access to the assembly instructions
- ultimatly presents how reading the assembly showed the source of the performance problem, how it connects to shader memory model and how to possibly resolve it
![](/img/posts/graphics-programming-weekly-181/gpu_adreno_640_timings.png)
- WIP wiki about Projective Geometric Algebra, specifically the four-dimensional Clifford algebra
- a mathematical model that incorporates common computer graphics operations in a single algebraic structure
![](/img/posts/graphics-programming-weekly-181/projective_geometric_algebra.png)
- the article presents how to setup UE and Unity to disable dynamic motions, user specific parts from profiling test
- what system passes to disable to get stable GPU times
![](/img/posts/graphics-programming-weekly-181/quest_gpu.png)
- collection of tech art tweets
- covering UE4 weather systems, GPU instancing with Unity shader graphs
- entries of tech art challenge, vegetation shading, and much more
![](/img/posts/graphics-programming-weekly-181/technically_art_template_96.png)
- the article presents a walkthrough how to create a card shader
- covers how to use stencil buffers to limit the 3d content
- shows how to implement the view direction dependent parralax and reflctions
![](/img/posts/graphics-programming-weekly-181/card3d.png)
- the video provides a summary of the new features in the radeon GPU profiler
- covering cache counters and raytracing integration
![](/img/posts/graphics-programming-weekly-181/amd_gpu_counters.png)
- twitter thread author provides summaries of 3 common technques
- covering Ambient occlusion, Shadow pancaking and Waterfall loop
![](/img/posts/graphics-programming-weekly-181/screenshot-ao.jpg)
- the tutorial explains how to generate consistent hashes based on integer positions
- covering how to vectorize position and normal calculations
- additionally presents how to correctly update normals to deal with non-linear scaling
![](/img/posts/graphics-programming-weekly-181/hashing_space.jpg)
Thanks to Keith O’Conor for support of this series.
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