Graphics Programming weekly - Issue 351 - August 4th, 2024


[video] Keynote by Peter Shirley: 60 fps rendering: past, present, and future

  • The keynote covers the history of computer graphics research (in algorithms, materials) with a focus on techniques used until today
  • discusses a look into the future by presenting techniques of the past that were not successful with current research
  • additionally presents how the user base might influence research directions in the future


A Visual Guide to Quantization

  • the blog post visuall explains floating point quantization techniques
  • presenting 32-bit, 16-bit as well as 8-bit floating point formats
  • explains the concepts in relationship to LLM models


[video] EGSR2024: Ray Traced Stochastic Depth Map for Ambient Occlusion

  • the talk recording discusses a method for calculating ambient occlusion using stochastic depth maps to optimize ray-traced AO
  • presents a quality comparison with different resolutions and different test cases
  • additionally compares against screen space solutions


SIGGRAPH 2024 Links

  • a collection of links to SIGGRAPH 2024 resources
  • includes courses, talks, posters as well as open source data releases


[pptx] Flexible and Extensible Shader Authoring in Frostbite with Serac

  • the Siggraph presentation presents Frostbites’ shader authoring solution
  • shows how it allows extensible component replacement, mixing of different implementations, and automatic interpolation logic
  • additionally discusses what worked well, what still needs to be improved


Activision Releases Call of Duty®: Warzone™ Caldera Data Set for Academic Use

  • the blog post announces the release of the geometry for the Call of Duty Warzone map in USD format
  • The dataset contains five million meshes, 28 million primitives, and more than one billion point instances
  • license allows use for non-commercial, academic use


Reconstructing Surfaces from SDFs via Tangent Points

  • the paper presents a method that converts an SDF into a point cloud
  • point cloud is then converted into a mesh surface
  • compares the quality of the new algorithm against existing solutions


[video] Game Engine Programming 070.3 - Mikk TSpace

  • the video episode explains how to integrate Mikk TSpace tangent space calculation into the engine
  • discusses the importance of consistent tangent space authoring for good results


Thanks to Jon Greenberg for support of this series.


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