- the article discusses a system to compute shader rasterize large point cloud datasets at interactive rates
- the detailed blog presents how they solved problems along the whole pipeline
- covering point reordering, point rejection and hole filling, level of detail selection and calculation, as well as memory usage optimizations
- additionally presents how the data is expressed and used from the Unity implementation
![](/img/posts/graphics-programming-weekly-315/point_cloud_the_future.png)
- the article gives some advice on how to get started with graphics programming
- discusses the complexity of different graphics APIs
- additionally provides a list of tutorials/blogs and courses that provide a good starting point
![](/img/posts/graphics-programming-weekly-315/GpuOpen.png)
- a start of a collection of books and resources for (graphics) engine programmers that I recommend
- covering mathematics, engine architecture, graphics programming, collision detection, software design, as well as knowledge organization
![](/img/posts/graphics-programming-weekly-315/book-covers.jpg)
- the article presents Phi and the Golden Angle
- shows how to use these numbers for a point distribution in a rectangle as well as a disk
- provides a shader toy example to present the effect when using blur kernels
![](/img/posts/graphics-programming-weekly-315/scattering-points.png)
Studio Elevation are re-establishing the boundaries of VR. We’re looking for a talented Principal Graphics Programmer to help us explore, create, and deliver world-leading innovation in software and VR hardware. Become a key member of Elevation, pioneering AAA, remote first process and crafting a new generation of VR development to bring core VR games to fruition.
![](/img/jobs/logo_nDreams_2021.png)
- the article provides a visual explanation of what an optimal transport problem is
- presents how the problem can be solved a lot simpler in 1D
- extends on this insight to present how a multi-dimensional problem can be sliced and approximated in multiple 1D steps
![](/img/posts/graphics-programming-weekly-315/ot2d.png)
- the article describes the concept of render-bundles and how they can be used to reduce CPU overhead
- presents what changes are backed into the bundle and how updating referenced resources enables flexibility beyond static scenes
- code examples and internals are discussed in WebGPU terms but apply to other APIs as well
![](/img/posts/graphics-programming-weekly-315/web-gpu-submit.png)
- The author updated his library for spherical harmonics and zonal harmonics
- added GLSL shader variation and shader toy
- additionally, the update fixed several bugs and made improvements
![](/img/posts/graphics-programming-weekly-315/ShaderSH.jpg)
- the article presents a look into the internals of the gfx-rs wgpu implementation
- demonstrates the limitations of the implementation in terms of multithreaded uses
- shows what changes were made to reduce lock-contention and how the implementation might change in the future further
![](/img/posts/graphics-programming-weekly-315/webgpu-arcanization-after.png)
- short blog post lists a couple of tricks to use when writing shaders for higher performance
- additionally provides a small trick on how to reuse data between iterations when using shaderToy
![](/img/posts/graphics-programming-weekly-315/shadertoy.png)
- the blog post shows how to use Nvidia-specific intrinsics with D3D11 and D3D12
- how to use them from shaders and how to verify that the hardware supports it
![](/img/posts/graphics-programming-weekly-315/ShaderIntrinsics.jpg)
Thanks to Denis Gladkiy for support of this series.
Would you like to see your name here too? Become a Patreon of this series.