Graphics Programming weekly - Issue 277 - March 6th, 2023


Float Compression 7: More Filtering Optimization

  • the article continues the series on float compression topics
  • presents how to optimize the process by redesigning the system to take advantage of SIMD instruction sets
  • shows how much of a performance difference the usage can make


PIX 2303.02: You asked, we listened! A bumper PIX release

  • new release of PIX contains a vast list of new developments
  • some examples are RayGen debugging, the ability to show selected draw objects, pix capture diffs, improved memory allocation view, and much more


Understanding Vulkan device buffer address alignment

  • the article explains the alignment requirements of buffer loads from VK_KHR_buffer_device_address
  • provides a walkthrough of the generated SPIR-V and explains why the issue occurs by explaining the spec requirements


Real-time Cluster Path Tracing for Remote Rendering

  • the presentation covers a real-time cluster-based path-tracing renderer
  • discusses how the architecture was designed to allow linearly scaling with the number of GPUs


[video] Simple Lighting in Defold - Screen Space Light Maps

  • the video tutorial presents a simple lighting model that uses sprites to define light effects
  • this is done by defining lights as one render target and combining it with the base world
  • implementation using Defold is presented (using GLSL shaders)


Vulkan all the way: Transitioning to a modern low-level graphics API in academia

  • the paper explains the experience of transitioning university classes to be taught using Vulkan instead of OpenGL
  • discusses difficulties and advantages encountered
  • shows how it affects student learning, grades, and project results


[video] How to Improve Shader Performance by Resolving LDC Divergence

  • the video discusses the problem of non-uniform constant loads within a single wrap
  • shows how to use Nvidia NSight to identify the problem
  • discusses in detail how to correlate counters, latency, and instruction traces
  • using Structured Buffers instead of Constant Buffers will be able to resolve the problem once identified


CUDA LOD Generation

  • the paper presents how to use GPU-based techniques to implement LOD construction of point clouds
  • discusses the different implementation approaches’ impact on performance and quality


[video] Lighting // Terrain Rendering episode #5

  • the latest part of the video tutorial discusses how to apply lighting to a terrain using OpenGL
  • discusses standard diffuse lighting and Slope Lighting
  • provides a high-level overview of each technique and discusses the implementation


Thanks to Matt Pharr for support of this series.


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