Graphics Programming weekly - Issue 369 - December 8th, 2024


[video] Coding Adventure: Rendering Fluids

  • the video provides a detailed walkthrough on the process of rendering water based on the results of a water particle simulation
  • starts from an empty scene, covering mesh generation, raymarching, shading as well as interactions with the environment
  • additionally, it presents how to render foam and bubbles to the water’s surface


Refracting Pixels

  • the article presents an overview of different games that implement refraction into their rendering pipelines
  • compares the different approaches, discussing advantages and disadvantages
  • additionally presents how this interacts with anti-aliasing


From the archive: Making a greener grass.

  • the blog post focuses on the visual side of grass rendering in Call of Duty Black Ops 4
  • shows different stages of the exploration and impact of the various components
  • discusses various hacks to simulate the effect of real-life effects within the restrictions of the runtime grass


GFFE: G-buffer Free Frame Extrapolation for Low-latency Real-time Rendering

  • the paper presents an image upscaler that is designed to extrapolate from color, depth, and motion vector inputs to a variable number of frames
  • discusses the implementation of the motion estimation, background collection, adaptive rendering windows, and shading correction network modules
  • presents performance and quality against existing techniques


[video] Graphics Programming Conference 2024

  • a collection of videos from the Graphics Programming Conference in Breda has been released
  • covers a large number of topics such as Porting Games, Vulkan best practices, Shader Occupancy, Occlusion culling, and much more


[video] Gigi: A Platform for Rapid Graphics Development and Code Generation

  • the talk presents an overview of the Gigi Platform
  • a tool and code generation that aims to improve programmer productivity by enabling rapid authoring of shader effects
  • shows how the tool was developed, what features it has, and what has been implemented using the platform so far


[video] Rendering Tiny Glades With Entirely Too Much Ray Marching

  • the talk presents an overview of the rendering pipeline in Tiny Glades
  • covers GPU-driven rendering, sky rendering, GI implementation, shadows, refractions, Depth Of Field, and more


Understanding Godot Light Shaders and Light Calculations by Implementing a Toon Light Shader

  • the blog post discusses Godot Light Shaders
  • presents where this type slots into the pipeline and what possibilities it enables
  • presents a walkthrough on how to implement tool shading into the Godot pipeline


Khronos Streamlines Development and Deployment of GPU-Accelerated Applications with Vulkan 1.4

  • the blog post announces the release of Vulkan 1.4
  • increased guaranteed limits, required extensions, as well as
  • addition presents improvements to copying data while rendering


Fixing the Loading in Myst IV: Revelation

  • the article presents a walkthrough of how the author approached optimizing loading issues in Myst IV
  • shows how he detected the bottlenecks, replaced texture loading logic
  • contains a comparison of the performance of various image-loading libraries


Thanks to Robert Wallis for support of this series.


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