Graphics Programming weekly - Issue 363 - October 27th, 2024


My Ray Tracing Gems Chapters

  • collection of the author’s articles from Ray Tracing Gems published in one place
  • Ray Traced Shadows: Maintaining Real-Time Frame Rates, The Reference Path Tracer
  • Refraction Ray Cones For Texture Level Of Detail, Rendering Many Lights With Grid-based Reservoirs


Classic 3D videogame shadow techniques

  • the article provides an overview of shadowing techniques as they have been used by video games of the past
  • presents examples of the different techniques, including screenshots of these techniques
  • discusses a brief overview of each technique and its tradeoffs


(Yet another) Introduction to quaternions

  • the article provides a walkthrough of quaternions deviations for computer graphics
  • focuses on the formulas and algebra underlying the mathematical model
  • includes a cheat sheet of the covered topics at the end of the article


EON: A practical energy-preserving rough diffuse BRDF

  • the paper introduces Energy-preserving Oren–Nayar (EON) BRDF designed for rough surfaces
  • introduces analytical energy compensation and importance sampling via Clipped Linearly Transformed Cosine


Fundamentals of Radiance Cascades

  • the article provides an introduction to the Global Illumination technique called Radiance Cascades
  • focuses on the development of an intuition for the concepts that underly the technique
  • the steps are explained visually with animated examples


WebGPU Device Loss best practices

  • the post explains what a device lost event is and how to handle it from WebGPU
  • shows the exposed API and how to react to the events
  • discusses different approaches that can be taken to handle the event
  • additionally provides pointers for Chrome-specific considerations for development


The Ultimate Guide to Matrix Multiplication and Ordering

  • the article provides a detailed overview of matrix multiplication
  • starts with an overview of matrix multiplications
  • discusses Row-major vs. column-major, differences between shading languages
  • then focuses on multiplication ordering, space transformations as well as inversing


Texture-less Text Rendering

  • the article discusses a technique to render debug fonts without the usage of textures
  • presents how to embed glyph data into shaders and render from instanced draw calls
  • GLSL source code is provided


Thanks to Steven Cannavan for support of this series.


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