Graphics Programming weekly - Issue 359 - September 29th, 2024


[video] Master Class: Being a Tech Art Detective

  • the talk presents an overview of the approach tech artists use to investigate effects in other developers’ works
  • shows how to use various tools, such as RenderDoc, Nsight, Intel GPA, etc. to analyze game content
  • presents an overview of various techniques from games


Join our speakers in the Netherlands this November for the inaugural Graphics Programming Conference

  • the blog post covers which sessions AMD will be presenting at the Graphics Programming Conference this November in Breda (Netherlands)
  • brief overview of the content of each talk (Occupancy and Work Graphs)
  • as well as which partner talks will be presented


[video] Gigi Lightning Talks

  • the video presents a selection of short talks about different techniques and how it was implemented the Gigi framework
  • covers Reconstruct Materials (differential rendering), FFT 1D/2D, Gaussian Splat Viewer, Fractal Generation
  • each section provides an overview of the technique and shows the implementation


Device Generated Commands

  • the blog post provides a brief overview of the state of Vulkan Device Generated Commands
  • this extension allows applications to write GPU commands from other GPU shaders
  • lists which drivers currently support the extension


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.


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


Cache Points For Production-Scale Occlusion-Aware Many-Lights Sampling And Volumetric Scattering

  • the paper presents an  in-depth description of a system for guiding direct light sampling of scenes with hundreds of thousands of lights
  • describes how the system can use online learning of visibility estimates and how it’s used for accelerating volumetric scattering cases
  • additionally provides insights into the production experience and limitations


DeltaTime is a frame behind

  • the blog post discusses the limitations of a classic delta time-based approach for animations
  • explains why the techniques inherently are limited
  • provides a couple of ideas to smooth over the limitations


FP8 data type - all values in a table

  • the blog post presents an overview of the various 8-bit floating point formats
  • shows the limits, precisions, and errors for all possible values in the representations


[video] CUDA Programming Course – High-Performance Computing with GPUs

  • free course of 12 hours of content on CUDA development
  • presents how to get the system setup, explains the basics of GPU development concepts
  • extends the concepts from writing a first CUDA use-case to optimizing matrix multiplications to a full multi-layer perceptron model


Thanks to Jasper Bekkers for support of this series.


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