Graphics Programming weekly - Issue 327 - February 18th, 2024


Collaborative Control for Geometry-Conditioned PBR Image Generation

  • The paper introduces a machine learning model that generates a set of PBR Textures (albedo, Roughness, Metallic)
  • trained on a locked RGB model to take advantage of existing models
  • discusses how the model was designed, tradeoffs, and common failure cases


GPU synchronization in Godot 4.3 is getting a major upgrade

  • the article discusses the new RenderGraph implementation in Godot 4.3
  • discusses the limitations of the old system and the advantages of the new system
  • shows the implementation of dependency tracking, dealing with sub-resources
  • additionally discusses CPU and GPU performance impact


GM Shaders: Blur Philosophy

  • the blog post article discusses the implementation of a box blur shader
  • presents explanation of Gaussian, Kernels, Separable blurs
  • closes with a discussion of things to do and avoid when implementing a blur shader for good results


REAC 2024 Conference - Call for Submissions!

  • the Rendering Engine Architecture Conference is looking for speakers for the 2024 edition
  • post describes what kind of talks are being looked for and the formats of the talks


GPU Programming Primitives for Computer Graphics (course)

  • the course presents an introduction to GPU compute shader algorithms
  • discusses the primitives available
  • how to implement parallel reduction, prefix scan, and radix sort
  • additionally presents a look at optimization techniques


[video] Tech Focus: TAA - Blessing Or Curse? Temporal Anti-Aliasing Deep Dive

  • the video provides a history of ant-aliasing techniques used in games
  • discusses capabilities and limitations of the different AA techniques
  • presents in-depth the advantages and disadvantages of temporal antialiasing techniques
  • all examples are presented with videos from games that use the presented techniques


Gradient Descent With Adam in Plain C++

  • the article explains the extension method to gradient descents called Adam
  • provided implementation is shown in C++


Thanks to Angel Ortiz for support of this series.


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