- the article presents an overview of 10 aspects to consider when approaching solving a computer graphics problem
- discusses the importance of understanding the working space, data representation, as well as time constraints
- presents how to take advantage of generic data science techniques (such as data visualization/exploration, Numerical optimization, …) to gain new insights
- additionally shows how ground truth and Machine learning techniques can be combined to develop an intuition of the limits of a given solution
![](/img/posts/graphics-programming-weekly-276/idea_generation.png)
- the talk describes to setup a bindless rendering pipeline using Vulkan, D3D12, and HLSL shaders
- shows how to set up the CPU side management to allow GPU side validation
- describes the emulations required for Vulkan
![](/img/posts/graphics-programming-weekly-276/bindless_render_pipeline.jpg)
- the article continues a series of understanding the Robust Monte Carlo Methods for Light Transport Simulation master thesis
- this article focuses on the understanding of multiple-importance sampling
- explains the insights required to better understand the balance heuristic especially
![](/img/posts/graphics-programming-weekly-276/mis02.jpg)
- the article provides a calculator that generates offsets and weights for a separable Gaussian blur filter
- allows the specification of a couple of settings (radius, sigma, filtering mode, …) and generates GLSL code
- explains the underlying logic and shows how to implement the filter in GLSL
![](/img/posts/graphics-programming-weekly-276/gaussian_blur.png)
- the article describes the error handling techniques that are available when using WebGPU
- defaults will print detailed errors to the console, but developers can define scopes to collect information from the program and attach additional information to objects
- additionally presents how to collect detailed information from shader compilation errors
![](/img/posts/graphics-programming-weekly-276/gl-get-error.png)
- the official website collects the links to the videos and slides of the talks presented at the Vulkanised 2023 conference
- not all talks have slides at this time
![](/img/posts/graphics-programming-weekly-276/Vulkanized-2023.jpg)
- the article presents issues with the ARM/mali GPU device IDs and how they relate to GPU performance for game setting tweaking
- shows how that reusing the same ID for multiple chips with large performance delta makes it challenging to identify capabilities correctly
![](/img/posts/graphics-programming-weekly-276/mali_g76.png)
Thanks to Aras Pranckevicius for support of this series.
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