Graphics Programming weekly - Issue 267 - December 25th, 2022


Two-Pass Occlusion Culling

  • the blog posts describes how Hierarchical Z-Buffer (HZB) Occlusion Culling uses a depth buffer to improve culling efficiency
  • describes two possible solutions that can be used to solve the problem that a depth buffer of the view is required to accelerate the rasterization of the same view
  • focuses on a technique that uses information about which objects have been visible in the previous frame to accelerate the current


Ghost of Tsushima SIGGRAPH Talks

  • summary of two Siggraph talks by the author covering Ghost of Tsushima
  • the talks cover Lighting, Atmosphere, Tonemapping as well as PBR Shading in Ghost of Tsushima


Some News About the 4th Edition of Physically Based Rendering


[video] niagara: Triangle culling

  • the stream covers the implementation and exploration of triangle culling into a GPU culling pipeline
  • discusses trade-offs of different techniques and locations in the pipeline
  • shows the effects of different culling techniques on the number of primitives that need rasterization


Path tracing workshop

  • Intel released a Path tracing workshop of 76 minutes of videos and ShaderToy exercises
  • shows how to implement a ray tracer, the path tracer
  • how to speed up the algorithms through the use of importance sampling


rust-gpu v0.4

  • a new version of rust-GPU that allows Rust code to generate SPIR-V has been released
  • this release adds support for raytracing
  • additional contains many new APIs such as support for ByteAddressableBuffer or debug_printf


[video] Coding a Bezier curve from scratch!

  • the video presents how to implement Bezier Interpolation
  • shows how curves are defined, visualizing how the factors are combined to create the final curve
  • all implementations are presented in ShaderToy


Introduction of the Raytracing Technology Part 2

  • the article continues the series by covering an overview of raytracing techniques
  • covers the Path Tracing Equations, Direct Lighting (single and multiple lights), Indirect Illumination
  • Additionally covers high-level approaches such as Bidirectional Path Tracing and Metropolis Ray Tracing


Meshlet sizing theory

  • the article presents metrics to calculate to judge the optimal size for meshlets
  • compares the AMD and Nvidia limits to see how they might affect the choices


[video] Compute Shaders in Bevy

  • the video presents how to integrate a compute shader into the Rust-based bevy engine
  • shows how to integrate the compute pass into the render graph system
  • additionally shows how to read back simulation results back to the CPU


Deferred Shading

  • the article provides an explanation of deferred shading
  • discusses the issues with forward shading and how deferred shading can solve them
  • shows how deferred shading can be implemented, including techniques to reduce memory and bandwidth usage for the technique


Stream compaction using wave intrinsics

  • the article presents how to use wave intrinsics to reduce the number of atomic operations required when compacting sparse arrays into packed arrays
  • presented technique is based on FidelityFX’s SSSR implementation


Thanks to Vivitsu Maharaja for support of this series.


Would you like to see your name here too? Become a Patreon of this series.