Graphics Programming weekly - Issue 343 - June 9th, 2024


[video] Rendering Engine Architecture Conference

  • the video recordings for the Rendering Engine Architecture Conference have been released
  • covering a large number of topics from resource management, GPU-based mesh pipeline, testing approaches, and much more


Virtual Geometry in Bevy 0.14

  • the blog post provides a detailed discussion of implementing meshlet-based virtual geometry rendering into Bevvy
  • discusses how meshlet LODs are calculated, how meshlet culling has been implemented, and how they are rendered without mesh shader support
  • presents findings from different approaches and discusses the pros/cons of the various approaches
  • Additionally, it shows the integration work for supporting systems (depth pyramid generation, material shading, etc.).


How I learned Vulkan and wrote a small game engine with it

  • the blog post discusses the author’s experience learning Vulkan through the development of a small 3d engine
  • presents the approach for keeping things focused and decisions leading to using Vulkan
  • explains the API concepts and how they are used in the engine (shaders, pipelines, queues, etc.)
  • additionally presents how higher-level techniques are implemented inside the engine


Seiler’s Interpolation

  • the short paper presents how to reformat bezier interpolation using cheaper functions
  • shows the implementation of quadratic, cubic, and higher-order polynomials
  • additionally shows how a GPU implementation could take advantage of hardware linear interpolation


On Hash Functions for the GPU

  • the article presents a geometric and statistical analysis of the PCG2D hash function
  • explains the terminology of random number generators and how they can be mapped onto GPUs
  • visualization of provided using shader toys


Machine Learning on the GPU - Case Study: Open Image Denoise

  • the blog post provides a high-level view that explains machine learning concepts for practical usage by graphics programmers
  • presents the individual concepts and how DirectML maps them into compute shaders
  • additionally presents an overview of the different passes that make up the Open Image Denoise implementation


Academy Software Foundation Releases OpenPBR 1.0

  • the blog post introduces the release of the first stable release of OpenPBR
  • discusses the importance of the standard and the history of its development
  • MaterialX now contains a reference implementation of the model


Perspective-Correct Interpolation

  • the article presents how a rasterizer calculates intermediate values on a triangle
  • explains barycentric Interpolation and explains the cause for common artifacts on PS1-level hardware
  • then derives perspective-correct Interpolation that resolves the artifacts  


[video] I3D 2024 Papers Session 4 - Points and Splats

  • The videos for I3D paper presentations have been released
  • covering Reducing the Memory Footprint of 3D Gaussian Splatting, SimLOD: Simultaneous LOD Generation and Rendering for Point Clouds
  • additional Deblur-GS: 3D Gaussian Splatting from Camera Motion Blurred Images as well as Light Field Display Point Rendering


[video] The OpenGL Software Ecosystem

  • the video provides an overview of the OpenGL Ecosystem
  • explains the history of OpenGL and how OS integration compares to Direct3D
  • presents what software layers are involved and which software components enable easier cross-platform development


Thanks to Cort Stratton for support of this series.


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