Graphics Programming weekly - Issue 370 - December 15th, 2024


You Are Going to Need It

  • the blog post presents the difficulty of creating microbenchmarks
  • shows the example in a simple example by looking at the generated code at different levels of the optimization pipeline


Wicked Engine’s graphics in 2024

  • the blog post provides an overview of the graphics changes done to the Wicked Engine
  • covers forward rendering, meshlet-based rendering, visibility buffers, shadow rendering, wetness, and more
  • provides reasons, limitations, and performance numbers for the various aspects of the engine changes


Transforming Normals

  • the blog post provides a detailed discussion of the adjugate matrix, an alternative form of transform for normals
  • discusses why normals need special handling under transformation visually
  • explains how geometric algebra allows the derivation of this behavior in a consistent framework


DirectX 12 Resources – Key Concepts

  • the article summarizes the main concepts of D3D12 to provide a high level of understanding
  • covers Resources, Views, Heaps, Sub resources, and different buffer types


A Statistical Approach to Monte Carlo Denoising

  • the paper presents an investigation into the Monte Carlo rendering method using statistical methods
  • the proposed model does not use any pre-trained data and is instead applied at runtime
  • presents the derivation and comparison against existing denoising models


Meshtron: High-Fidelity, Artist-Like 3D Mesh Generation at Scale

  • a paper presents a novel mesh generation model that can generate meshes with up to 64K faces from point cloud data
  • provides an overview of autoregressive mesh generation that is the foundation of the model
  • explains the model development process and presents the results


GPU Glossary

  • the website covered a glossary of standard terms found in graphics programming in a single location
  • broken down into Device Hardware, Device Software, and Host Software
  • explains concepts such as Warp Scheduler, Tensor Cores, Cuda, Thread Blocks, and much more


[video] Ray Tracing Has a Noise Problem

  • the video presents a look at raytracing quality in various games
  • shows comparisons mainly focusing on shadows and reflections
  • some of the games featured are Cyberpunk 2077, Alan Wake II and Star Wars Outlaws
  • additionally shows the effect of denoising techniques on the quality and appearance


Thanks to Aras Pranckevičius for support of this series.


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