Graphics Programming weekly - Issue 353 - August 18th, 2024


Seamless Rendering on Mobile: The Magic of Adaptive LOD Pipeline

  • the presentation discusses how to use cluster-based mesh representations to allow transitions between model levels
  • shows how to calculate the cluster representations calculate cluster error metrics to allow LOD selection
  • additionally, it discusses how to integrate support for skinned meshes
  • provides performance numbers for the different stages of the pipeline


Exact Polygonal Filtering

  • the blog post describes an approach to calculating accurate filtering of polygonal shapes with closed-form solutions
  • discusses the underlying theory of the method and implementation


Rust GPU Transitions to Community Ownership

  • the blog post announces that Rust GPU (compiling Rust into SPIR-V) will transition from Embark to Community ownership
  • a brief overview of the goals and next steps


Jobs

Graphics Rendering Engineer

Relocate, Remote, Kuala Lumpur

General Arcade, a porting and co-development studio that has worked with a wide range of clients, from indies to AAA developers and publishers, including Larian, From Software, Capcom, Devolver Digital, TinyBuild, and others, is seeking a Software Engineer with a rendering emphasis.

This is a great opportunity to work with a passionate engineering team on cutting-edge industry technologies.


Closed-Form 3x3 Matrix Decompositions

  • the article discusses a closed-form solution for polar and singular value decomposition of 3x3 matrixes
  • based on findings from “Isotropic ARAP energy using Cauchy-Green invariants”
  • contains the source code implementation
  • additionally, it discusses how to improve numerical stability


[video] MaterialX Virtual Town Hall 2024

  • the presentation covers the current state of OpenPBR and the state of integration into MaterialX
  • updates on the state of support in tools
  • additionally provides a look at the upcoming developments


[video] Work Graphs: Hands-On with the Future of Graphics Programming

  • the talk provides an overview of the D3D12 work graph API
  • provides details into how the API is mapped onto AMD hardware


Why Do Reflections Stretch At The Horizon?

  • the post provides an explanation of Microfacet Models
  • shows how the reflections are affected by the surface and the view directions
  • presents how this explains the look of reflections on water surfaces as they approach the horizon


Thanks to Lesley Lai for support of this series.


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