- the slides cover the difficulties of VR and what is required for a good user experience
- presents what hardware features the PS5 GPU supports to improve the results
- shows how raytracing was integrated into the rendering pipeline and an overview of the overall rendering pipeline
- covers how the sky rendering was implemented, introducing the mie approximations used
- additionally presents how multiple weather skys are implemented using multiple sets of lookup textures that are blended
![](/img/posts/graphics-programming-weekly-301/gt7.png)
- the article discusses the concept of focal length, presenting how different definitions of focal length are used for other aspects
- explains the underlying optics concepts to clarify the meaning
- discusses Nominal focal length, Pinhole focal length as well as Effective focal length
![](/img/posts/graphics-programming-weekly-301/lens_model.png)
- the video explains how mirror balls enable the representation of 360-degree views
- focuses on the derivation of the mathematics of the approach and how to deal with projection bling spots
- additionally presents several demos and use cases of mirror sphere projections
![](/img/posts/graphics-programming-weekly-301/sphere_projection.png)
- the article presents how to use MTLFunctionStitchingGraph to allow the creation of a final shader from multiple pre-compiled pieces at runtime
- shows how to express that functions will be stitched at shader compile time, how to load and stitch the shaders from the API
- combines everything to show how to use the stitched graph to apply image processing operations
![](/img/posts/graphics-programming-weekly-301/metal_projection_cover.jpg)
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- the blog post gives insights into debugging crashes originating on the GPU
- presents what API level tools are available to track down the range of possible draw calls
- further expands from there to show how barriers can help to reduce the search space
- additionally shows how on AMD + Linux native hardware information is available to improve the debugging experience
![](/img/posts/graphics-programming-weekly-301/page_fault.png)
- AMD released a new tool to help with debugging GPU crashes
- the article provides a brief overview of the tool, what information is available, and how it’s to be interpreted
- additionally discusses the limitations and usage tips
![](/img/posts/graphics-programming-weekly-301/gpu_detective.png)
- extensive bibliography of more than 3000 rendering papers
- collected by Wojciech Jarosz from papers, conferences, and own research findings
![](/img/posts/graphics-programming-weekly-301/rendering_bib.png)
- a combination of three conference presentations recordings from the sony creator event
- the videos cover VR, Ray tracing, and sky simulation in Gran Turismo 7
- Screen space shadows by Bend Studio, as well as ML Research by Haven Studios
![](/img/posts/graphics-programming-weekly-301/creators_conference.png)
- the latest version of DXC switches the default HLSL version to 2021
- this article presents what number of cases where default behavior changed
- shows what changed and how the code needs to be adjusted. Presenting quick solutions and more ideal solutions to deal with the changed behaviors
![](/img/posts/graphics-programming-weekly-301/hlsl_2021.jpg)
- release of a small header helper to implement a basic assert for GPU shader code
- will trigger a GPU memory exception on purpose to halt the execution
- helper is meant to be used together with Radeon GPU Detective
![](/img/posts/graphics-programming-weekly-301/d3d12.png)
Thanks to Giuseppe Modarelli for support of this series.
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