Graphics Programming weekly - Issue 367 - November 24th, 2024


There’s a lot going on with Slang!

  • the blog provides an overview of changes to the Slang shading system ecosystem
  • Slang is now part of Khronos and adds support for Metal and WebGPU
  • additionally, improved type system, Unicode, as well as atomic support


AAA - Analytical Anti-Aliasing

  • the article provides a look at various anti-aliasing techniques
  • presents many interactive examples to demonstrate the techniques and allows experimentation with them


Khronos Announces Vulkan Video Encode AV1 & Encode Quantization Map Extensions

  • the blog post announces the release of a new encode AV1 extension
  • Vulkan Video now provides full decode AND encode acceleration for the H.264, H.265, and AV1 codec
  • additionally presents an overview of the Encode Quantization Map extension and how it allows applications to better control the encoding quality


[video] GPU driven rendering in AnKi 3D Engine

  • the talk provides an overview of the GPU-based rendering implementation
  • presents an overview of how the different stages of a frame are implemented
  • covering scene representation, culling implementation, shadow rendering, mesh shading, and more
  • additionally presents an overview of the frame performance


Occupancy explained through the AMD RDNA architecture

  • the slides for a talk given at the Graphics Programming Conference 2024 have been released
  • provides an overview of AMD hardware execution patterns, what occupancy is, and how it affects performance
  • the slides don’t have speaker notes, so following them is a bit difficult at times


CPU performance optimization guide – part 2

  • the article provides a high-level overview of how to use AMD profilers to investigate cache miss behavior
  • explains the different available hardware counters and how to interpret the results


Frames In Flight Explained

  • the article explains the concept of in-flight frames in computer graphics applications
  • shows how the execution pattern between CPU and GPU requires synchronization
  • additionally discusses how it affects memory usage, latency, and execution performance


[video] Vertex Buffers // Vulkan For Beginners #15

  • the video explains how to set vertex buffers using Vulkan
  • shows the implementation for allocation memory and uploading data for GPU access


[video] Game Engine Programming 073.1 - Sampling methods for pre-filtering diffuse Image Based Lighting

  • the video tutorial explains the theory behind image-based lighting
  • presents how to implement pre-filtering for the diffuse lighting component
  • shows many visualizations of the involved steps


  • the blog post provides an overview of what has been discussed for changes to WebGPU


Thanks to Steven Cannavan for support of this series.


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