Graphics Programming weekly - Issue 366 - November 17th, 2024


Sampling Safari

  • the tool allows the visualization of Monte Carlo samplers
  • many different methods can be selected
  • allows the exploration of settings through interactive controls

3D Gaussian Splatting: A new frontier in rendering

  • the article provides an overview of Gaussian Splatting support in V-Ray
  • explains the technique on a high level, advantages, and limitations
  • presents an example of how objects can be added to scanned scenes and interact with the scene around them


Efficient Scene Appearance Aggregation for Level-of-Detail Rendering

  • the paper presents a framework for volumetric scene prefiltering and level-of-detail rendering
  • to improve geometric fit of voxel approximations, it introduces a truncated ellipsoid primitive
  • shows how the technique allows accurate LoD rendering closely matching the ground truth at all scales.


keen games vulkan backend

  • keen games released a snapshot of their Vulkan Backend implementation
  • code is not compiling as it depends on code that has not been published
  • meant as a reference for others to see how concepts can be implemented


Virtual Geometry in Bevy 0.15

  • the article explains the changes that have been made to the Nanite-like Virtual Geometry system for Bevy
  • discusses software rasterization, improved LOD selection, memory reduction techniques, as well as performance optimizations
  • provides links to the various PRs and explains these, making it easy to follow along


Work Graph Playground: a learning framework for GPU Work Graphs

  • AMD released a shader toy-like application that allows exploration of D3D12 Work graphs
  • the application is compatible with D3D WARP (aka CPU emulation of D3D12)
  • provides tutorials of different complexity to showcase different capabilities
  • documented source code for all tutorials is provided


Innovating Strand by Strand for Lifelike Hair in Dragon Age: The Veilguard

  • the blog post provides a high-level overview of the hair rendering technique used in Dragon Age that uses strand-based rendering
  • presents that 6.5ms (at 30fps mode) and 3ms for 60fps are reserved for hair rendering
  • shows a demo video to present the technique results


An Overview of Game Engine Architecture

  • the slides discuss the design of the C4 Engine
  • present how the engine has been separated into separate components and what these components do


Harnessing Wave Intrinsics For Good And Evil

  • the presentation shows how to use HLSL Wave Intrinsics
  • explains what Wave Intrinsics are, what they can be used for, and the limitations
  • shows practical use-cases and how to implement example solutions
  • presents the generated code on AMD hardware and discusses pitfalls


Optimize effective bandwidth of a 3x3x3 blur

  • the Bluesky thread presents a detailed look at how to optimize a 3x3x3 blur
  • shows different stages of the optimization process
  • published performance numbers for the different optimized implementations
  • additionally presents how to use voxels to visualize the algorithm implementation


Thanks to Deepak Surti for support of this series.


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