Graphics Programming weekly - Issue 333 - March 31st, 2024


Game optimization with the AMD radeon developer tool suite

  • the GDC presentation provides an overview of the profiler tools available from AMD
  • presents the updated shader analysis tool, including a preview of the single shader stage mode
  • additionally presents an overview of the raytracing and memory debugging tool improvements


Moebius-style post-processing and other stylized shaders

  • the article presents a walkthrough of how to implement a post-processing effect that emulates Jean Giraud’s art style
  • shows how the author approached object outlines, shadows, and lighting patterns
  • provides interactive WebGL implementations that showcase the individual stages of the implementation


Open sourcing the WinPixEventRuntime under MIT

  • the blog post announces that the Windows PIX runtime has been released as OpenSource
  • this includes logic to decode PIX events as well as the runtime logic that writes ETW entries
  • additionally, the team is looking for feedback for a proposed task API for PIX


Sampling the disk from a square: The adoption method

  • the article introduces an alternative low discrepancy sampling strategy for circles
  • provides a quick introduction to rejection sampling
  • shows how adaption could be used to sample only within a quad within the disk and still fill the whole circle with samples
  • compares the characteristics of the technique and presents the applications to different shapes


Efficient CUDA Debugging: Using NVIDIA Compute Sanitizer with NVIDIA Tools Extension and Creating Custom Tools

  • the blog post describes how to use the CUDA Compute Sanitizer to implement a resize-aware memory pool
  • additionally discusses the APIs available to allow memory debugging more insightful


[video] GDC 2024 - Shader Instrumentation with GPU Reshape

  • the GDC presentation discusses how the GPU Reshape tool enables GPU timeline validation
  • explains how the validation logic can be written in an API-agnostic manner
  • provides a look at future developments where the same infrastructure could be used for profiling or data debugging


Ray Marching: Menger Sponge Breakdown

  • the article provides an introduction to ray marching
  • explains the underlying concept and how it compares to ray-tracing
  • extends the concepts to introduce the various operations (scaling, translations, boolean operations) required to express geometry
  • combines the knowledge to build a fractal object called the Menger Sponge


Thanks to Jhon Adams for support of this series.


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