Graphics Programming weekly - Issue 358 - September 22nd, 2024


Why does vkMergePipelineCaches exist?

  • the article discusses how Vulkan Pipeline caches operate
  • presents how multiple threads creating pipeline create contention and how multiple caches can solve the problem
  • additionally discusses which flags are required to create truly independent caches between threads


DirectX Adopting SPIR-V as the Interchange Format of the Future

  • the blog post introduces the start of the initiative to support SPIR-V in D3D going forward
  • the plan is to support SPIR-V shaders starting with Shader Model 7 release
  • discusses limitations with DXIL, how SPIR-V can solve some
  • additionally, it presents a history of shader intermediate languages


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.


GStex: Per-Primitive Texturing of 2D Gaussian Splatting for Decoupled Appearance and Geometry Modeling

  • the blog post introduces a technique to decouple the appearance and geometry of Gaussian
  • the approach decouples appearance and geometry through the use of per-Gaussian texture maps
  • presents a quality comparison against other Gaussian splatting techniques


Graphics Programming Conference - Schedule

  • The schedule for the graphics programming conference was released
  • conference will happen in November in Breda, Netherlands
  • contains a mix of talks and courses


Free Learn OpenUSD Trainings

  • NVIDIA released an interactive and free course about learning OpenUSD concepts
  • Broken into modules, it explains the different aspects of OpenUSD in written and video form
  • The provided Jupyter notebook gives the ability to explore the concepts in examples
  • Starts with the basics and develops into more advanced concepts such as animation and layer ordering rules


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.


GPU Debug Scopes

  • the article presents how to group API commands in Vulkan through the use of GPU markers
  • presents which extension exists, how to utilize RAII in different languages to manage the state required
  • additionally contains pointers to techniques for coloring the events


AMD RDNA™ 3.5 Instruction Set Architecture (ISA) reference guide is now available

  • AMD has released an Instruction Set reference guide for RDNA 3.5
  • The guide covers the shader core execution model, various wave execution models, available instructions, and more


Vector math library codegen in Debug

  • the blog post describes the debug build performance of various compilers
  • presents how different code structures allow the compiler to achieve different levels of optimizations
  • shows how C-style vector functions can generate more efficient code compared to C++ abstractions


Gradient Progress Bar - Procedural Shapes and Patterns - Episode 13

  • the video tutorial presents how to implement a progress bar using SDFs
  • implementation is shown using Unity and Unreal Visual Shading languages


Thanks to Warren Moore for support of this series.


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