Graphics Programming weekly - Issue 235 - May 15, 2022


Advanced API Performance: Clears

  • the article presents performance advice from Nvidia for clear operations
  • shows that the number of different fast clear colors per frame is hardware dependent


Integrating VRS in The Riftbreaker

  • the article discusses how the AMD FidelityFX Variable Shading library was integrated into The Riftbreaker
  • presents how the shading rate is selected per-tile
  • it additionally suggests that classification variance cutoff values should be adjusted based on screen resolution


Comparing .obj parse libraries

  • the article compares several .obj parsers for loading speed and memory usage
  • presents a comparison table of supported features


Reading list on ReSTIR

  • the post presents a list of articles/papers that discusses Reservoir-based Spatio-Temporal Importance Resampling
  • starts from the introduction of the technique, applications of the technique to issues
  • a collection of techniques that improve upon the original technique
  • additionally presents remarks about the limitations of the technique


How to build a BVH – part 6: All Together Now

  • the article expands the capabilities of the BVH construction to support a more significant number of instances
  • discusses an improved algorithm for the efficient updating of BVHs
  • it closes with a look at performance and the next steps


[video] GPU Texture Compression

  • the video shows a summary of block compressed formats and why they are a good fit for GPUs
  • discusses the different formats, showing strengths and weaknesses of the different BC[1-7] variations


[video] Vulkan Synchronization | Understand Fences, Semaphores, Barriers,... | Vulkan Lecture Series Ep. 7

  • the video lecture contains a detailed description of Vulkan Synchronization topics
  • provides visual explanations of the different concepts to make understanding easier
  • discusses limitations of binary semaphores and what timeline semaphores enable


Render Graph 101

  • the article describes a how a system can derive execution order from rendered resource dependencies
  • presents how the dependencies create a graph that can then be analyzed and used for barrier placements, memory reuse
  • shows how to express the API in Rust


[video] Toon Shading & Rim Lighting // OpenGL Beginners Series

  • the video tutorial explains the theory of toon shading and rim lighting effects
  • presents how to implement the effect using OpenGL and GLSL


Thanks to Leonardo Etcheverry for support of this series.


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