Graphics Programming weekly - Issue 357 - September 15th, 2024


Towards Practical Meshlet Compression

  • the paper proposes a codec designed explicitly for meshlet compression within a mesh shader
  • presents how to find optimal generalized triangle strips on meshlets
  • discusses the lossless compression schema for index data
  • additionally presents a crack-free quantization for vertex attributes
  • performance results are presented, and the code is available  


Shaders // Vulkan For Beginners #13

  • the video explains the shader authoring pipeline for Vulkan applications
  • discusses the different stages involved and how data is passed between stages
  • shows the C++ necessary to compile shaders from text and load binary compilation results


An introduction to workgraphs part 2: Performance

  • the article presents a detailed look at D3D12 work graph performance on Nvidia hardware
  • shows a comparison of classification & raytracing pass using compute shaders as well as workgraphs
  • uses Nvidia Nsight to collect reasons for the underwhelming performance


Multi-process profiling support in Timing Captures

  • the blog post shows how to profile an application with multiple processes using PIX for Windows


Surface vs Volume Formats in Tools

  • the blog post provides a look at different mesh representation formats
  • covering the pros & cons of various volumetric representations as well as implicit representations
  • concludes that for authoring workflows, volumetric representations are now feasible and offer various advantages


Jobs

3D Programming Team Lead

Toronto or Montreal

As a 3D Programmer Team Lead, you will be responsible for leading a team of talented rendering programmers in the development of the next generation of the Far Cry branded games.

You will collaborate closely with tech artists and other programmers to implement advanced rendering techniques and create stunning visuals that enhance the overall gaming experience.

Your people and project management skills will be used to help the team achieve goals and create great tech.

This is a fantastic opportunity to work on Far Cry with an incredible team that has a wealth of experience and expertise.


DMMs (displaced micro-meshes)

  • the paper presents a new method for the representation of skinned meshes with deformations for raytracing
  • method allows for a compact representation of micro-triangle geometry through the hierarchical encoding of displacements
  • shows how to animate base meshes and apply additional displaced movements on top


Learn GPU Programming in Your Browser

  • the blog post introduces WebGPU-powered puzzles that aim to teach graphics programming
  • different independent units explain concepts and allow users to write and interact with GPU concepts directly in the browser
  • teaches the fundamentals in text and expands during the different lessons


Freya's Guide to XYZ Axes and Handedness

  • a diagram that visually explains left-handed vs. right-handed coordinate systems
  • additionally presents which concepts are independent of the handedness


Thanks to Graham Wihlidal for support of this series.


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