Graphics Programming weekly - Issue 360 - October 6th, 2024


Let's talk about Animation Quality

  • the article presents a detailed look at the quality aspects that relate to animation
  • shows the importance of sampling rate for human motion
  • presents the impact of data precision on animation playback
  • additionally, it presents a detailed discussion of animation data sets and develops what is required for high-quality research results


Shader composition in Use.GPU

  • the presentation provides an overview of the difficulties related to the composition of GPU graphics techniques
  • presents how Use.GPU tries to solve the problems by making composition a first-class design goal
  • presents how implementation details require completely different implementations
  • shows solutions to the problems discussed


Interval Shading: using Mesh Shaders to generate shading intervals for volume rendering

  • the paper proposes the use of tetrahedrons as primitives for volume rendering using mesh shaders
  • uses mesh shaders to compute the depths of the front and back faces at the same time when interpolating vertex attributes and passing both depths to the rasterizer stage
  • additionally presents how to use the same idea to implement SDF tracing


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.


Anisotropic Specular Image-Based Lighting Based on BRDF Major Axis Sampling

  • the paper proposes an anisotropic specular image-based lighting method that can serve as a drop-in replacement for bent normal techniques
  • derives an analytic formula to determine the two closest and two farthest points from the reflected direction on an approximation of the BRDF confidence region boundary
  • compares the method against bent normal technique and ground truth using the GGX specular BRDF


Introducing Driver Experiments to the AMD Radeon Developer Tool Suite

  • the blog post introduces the new Driver Experiments
  • this tool allows developers to enable/disable hardware features as well as optimization flags
  • the post explains what features are exposed and what these options control


Hierarchical Light Sampling with Accurate Spherical Gaussian Lighting

  • This paper presents an approximation of the importance based on spherical Gaussians (SGs) for light clusters
  • Each light cluster is represented as an SG light and analytically approximates the product integral of the SG light and a BRDF
  • presents how to use the method to reduce the MC variance for many light scenes


The Endless Grid

  • the video presents how to implement the rendering of a shader-based continuous grid system
  • explains how to generate the grid from a shader, deal with antialiasing, vary the grid sizes with distances, and much more
  • the implementation is shown and provided using OpenGL


Thanks to Manish Mathai for support of this series.


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