Graphics Programming weekly - Issue 364 - November 3rd, 2024


Single-header BVH construction and traversal library.

  • first release of a single header library for the construction and refit of Bounding Volume Hierarchy
  • contains a generic C++ version as well as an AVX optimized variation


Implementing a tiny CPU rasterizer

  • start of a planned 12 part tutorial series on the implementation of a software rasterizer
  • currently available parts covers the steps required to render triangle as well as to interpoliate colors across a triangle


Meshlet compression

  • the article presents the findings of researach into compression of meshlet data for reduced memory usage
  • discusses the various techniques and the effects on compression ratios
  • additionally presents how they can be utilized my mesh and amplification shaders to decompress the data at runtime
  • presents the effects on performance


[video] Dan Baker How to Start a Career in Computer Graphics Programming

  • the video provides a look back at the speakers career in the video game industry
  • what they are looking for in graphis developers and programmers for video games in general
  • the QA section provides further insights into what developers are looking for in new hires


On Crafting Painterly Shaders

  • the article presents a walkthrough of the development of a painterly post-processing shaders
  • provides an in-depth discussion of Kuwahara filters and extensions
  • shows quality improvements for the various steps of the process
  • additionally presents runnable WebGL implementation of the techniques presented


Enterprise PBR Shading Model

  • the spec focues on the mathematical description of the shading model
  • model is a linear blend of a metallic and a dielectric BSDF
  • presents the parameters, derivations as well as visual examples of the visual quality


Thanks to atyuwen for support of this series.


Would you like to see your name here too? Become a Patreon of this series.