- the paper introduces a real-time BRDF model addressing diffraction on rough surfaces
- shows the improved realism in Unity over the Cook–Torrance model
- presents a performance comparison against a base Cook–Torrance implementation
![](/img/posts/graphics-programming-weekly-346/diffraction_model.png)
- the blog post presents how to profile WebGPU applications with Nsight, PIX, and Radeon GPU Profiler
- The presented solution takes advantage of context sharing and dll interception
![](/img/posts/graphics-programming-weekly-346/chrome_nsight_main_view.png)
- the paper presents an approach for incremental re-rendering of scenes
- it formulates image differences as a residual path integral, solved with importance sampling and path mapping
- presents speed-ups over previous methods and independent frame rendering
![](/img/posts/graphics-programming-weekly-346/residual_path_title.jpg)
Grinding Gear Games are seeking experienced C++ Gameplay and UI Programmers to join our incredibly talented team. We’re after programmers to help design and implement gameplay and UI elements for Path of Exile using modern C++.
![](/img/jobs/logo_GGG.png)
- the conference program for the High-Performance Graphics has been released
- will take place between July 26 to 28 in Denver
![](/img/posts/graphics-programming-weekly-346/hpg_banner.png)
- the video shows an overview of Technical Papers to be presented at SIGGRAPH 2024
- shows a quick showcase of each trailer and a brief summary of the presented approaches
![](/img/posts/graphics-programming-weekly-346/siggraph_2024_trailer.png)
- the paper presents a method for the efficient extraction of mesh contours
- it proposes a simple, flat data structure that is GPU-friendly and uses patches bounded by normal cones and sphere
- discusses how to generate these patches and improve bounding sphere calculations
- presents a performance comparison against CPU techniques
![](/img/posts/graphics-programming-weekly-346/contour_patches.png)
- the next episode of the Vulkan tutorial series presents how to execute work to the GPU
- presents how to clear the image to a fixed color and integrate it with the presentation process
![](/img/posts/graphics-programming-weekly-346/image_acquire.png)
- new video tutorial series that will cover how to generate procedural shapes and patterns from shaders
- implementation is shown using Unity and Unreal Engine
- this video focuses on the reasons why to use the approaches and how to create a pattern with antialiased edges
![](/img/posts/graphics-programming-weekly-346/antialiasing.png)
- the video presents an approach to develop an ASCII art shader approach (converts 3D rendering to text)
- discusses methods, issues of the techniques, improvements and presents results on several different games
- presents how to map the techniques onto a compute shader execution model
- additionally presents other techniques that could be built upon
![](/img/posts/graphics-programming-weekly-346/ascii_art.png)
- the blog post presents a walkthrough on how to implement a raytracing classification shadow optimization using D3D12 work graphs
- first discuss an overview of the technique
- followed by a presentation on how to express this technique using HLSL and D3D12 work graphs
![](/img/posts/graphics-programming-weekly-346/d3d12_workgraph.png)
Thanks to Bruno Opsenica for support of this series.
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