Graphics Programming weekly - Issue 332 - March 24th, 2024


Mesh shaders in AMD RDNA 3 architecture

  • the presentation discusses mesh shaders and the techniques they enable
  • discusses how to compress index data and how to allow quad source data
  • presents the importance of vertex reuse and meshlet generation for performance


[pdf] Post-mortem GPU crash analysis with AMD radeon GPU detective (RGD)

  • the presentation presents why debugging GPU issues is difficult
  • explains how the AMD Radeon GPU detective presents information to help developers track issues down
  • presents how to use the tool, read the information, and understand the cause of the issue with the information provided


Upgrade Your Graphics: Explore New Ray Tracing Features for NVIDIA Nsight Tools

  • the article discusses updates in the Nvidia developer tools
  • covers new debugging capabilities, improved performance collection, and profiling tools


Procedural grass rendering

  • the blog post describes how to implement a procedural grass system using mesh shaders
  • explains how the grass mesh is described using bezier curves and combined into a grass patch
  • presents how to write the index/vertex buffers for efficient rasterization


GI-1.1 adds support for glossy reflection rendering

  • the blog post provides a brief overview of how glossy reflection got added to the GI 1.1 release
  • looks at how the denoiser is required to reduce the inherent noise images


GDC 2024: We reveal incredible Work Graphs performance, AMD FSR 3.1, GI with Brixelizer, and so much more

  • the article provides an overview of the announcements AMD made during GDC
  • additionally provides links to the slides and videos of the presentations


Adventures with Differentiable Mesh Rendering

  • the article explains how to approach differentiable rendering for mesh-based rasterization
  • presents the limitations of a simple method and how to achieve it with PyTorch
  • expands the idea to expand the idea with soft probability to solve some of the limitations


Graphics Programming – Where To Start?

  • the article provides a suggested collection of resources for beginners in graphics programming
  • covers mathematics, working with APIs, and writing shaders


[video] It is illogical (device) // Vulkan For Beginners #6

  • the video provides a brief overview of the difference between physical and logical Vulkan device
  • presents the C++ code necessary to implement the device creation


Thanks to Stephen Hill for support of this series.


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