Graphics Programming weekly - Issue 347 - July 7th, 2024


[video] Exploring a New Approach to Realistic Lighting: Radiance Cascades

  • the video explains visually step-by-step how the Radiance Cascades technique aims to solve Global Illumination
  • explains the underlying idea based on observations of linear and angular resolution
  • presents results and also shows what the limitations are


Spatial Indexing Algorithms

  • X thread with a collection of Spatial Indexing Algorithms
  • covers the pros/cons and what the techniques are typically used for


[video] Lossless Scaling: Frame Generation For Every Game - But How Good Is it?

  • the video presents how the “Lossless Scaling” mod generates in-between frames for smoother game output
  • explains that the mode only uses color output without any additional meta-data or motion vectors
  • compares the technique against FSR 3.1 and DLSS 3.7


[video] Circle Signed Distance Field - Procedural Shapes and Patterns - Episode 2

  • the video tutorial presents how to create a signed distance field for a circle
  • the implementation is shown using Unity and Unreal
  • additionally presents a first overview of different shapes this series will be targeting to create


[video] KEYNOTE: Use.GPU - Declarative/Reactive 3D Graphics by Steven Wittens

  • the keynote presentation discusses the Use.GPU technology
  • presents issues of graphics technology and how the author aims to improve the authoring
  • discusses how the React style has been applied to GPU app authoring
  • provides a walkthrough of the implementation logic and examples
  • shows how to compose shaders


GPU-friendly Stroke Expansion

  • the paper presents a new method to apply strokes to lines in a GPU-friendly way
  • presents how to lower filled and stroked Bézier paths into an Euler spiral as an intermediate representation
  • tests and shows the performance of the implementation on CPU and GPUs


VMF Diffuse: A unified rough diffuse BRDF

  • the paper introduces a unified BRDF that allows a consistent expression of smooth to highly rough porous behavior materials
  • compares the results against ground-truth
  • The presented solution might be approximated for real-time usage


Compute shader wave intrinsics tricks

  • the blog post describes a couple of available shader intrinsics that allow the different threads of a shader wave to cooperate
  • starts with simple techniques and increasing complexity


Thanks to Jasper Bekkers for support of this series.


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