Graphics Programming weekly - Issue 374 - January 12th, 2025


[video] From Texture to Display: The Color Pipeline of a Pixel in Unreal Engine | Unreal Fest 2024

  • A detailed discussion of the rendering color pipeline in Unreal Engine
  • Explains color spaces, color encoding, and various stages of color conversion
  • Presents post-processing effects and the importance of proper color handling


Radiometry, part 1: I got it backwards

  • An explanation of radiometry concepts such as Radiance, Solid angle, Irradiance, Radiant flux, and Radiant energy
  • Ties these concepts together in the context of a renderer’s camera


Exploring ways to mipmap alpha-tested textures

  • A look at various techniques to generate mipmaps for vegetation textures
  • Discusses the problem of losing coverage and shape with classical downsampling techniques
  • Compares various techniques and suggests their pros and cons


WebGPU Sponza Demo — Frame Rendering Analysis

  • An overview of techniques defining a WebGPU implementation
  • Provides a high-level overview of the shader pipeline, culling, shadow rendering, and more
  • Discusses light implementation, skybox, screen space reflection, etc.
  • Source code is available


Viewing images

  • A detailed discussion on the complexity of image format loading and display
  • Insights into the image format landscape and tone mapping HDR formats correctly
  • Additional topics include cursor rendering and optimizations


Free Learn OpenUSD Trainings

  • NVIDIA released an interactive and free course about learning OpenUSD concepts
  • Structured into modules, the course combines written guides and video tutorials for a comprehensive learning experience.
  • Hands-on Jupyter notebooks let you explore practical examples and deepen your understanding of key topics.
  • Just released: Applied Concepts courses on composition arcs, asset structure principles, and data exchange pipelines


How to improve MSAA performance of MTKView

  • An overview of different MSAA modes in the Metal API
  • How to adjust the MTKView wrapper to create a memoryless MSAA target
  • Shows the effect of this change on memory usage


Dynamic Resolution Scaling (DRS) on PC

  • Challenges developers face when implementing DRS on PC
  • Covers hardware and OS interaction, latency, and user input variability
  • Briefly discusses approaches to solving these issues on PC


[video] Uniform Buffers // Vulkan For Beginners #17

  • Video tutorial on implementing uniform buffers in a Vulkan application
  • Explanation based on code changes from previous iterations
  • Shows how to use the concepts to implement a 3D flythrough camera


Enabling Neural Rendering in DirectX: Cooperative Vector Support Coming Soon

  • Announcement of Cooperative Vector Support extensions for D3D
  • Exposes hardware-accelerated matrix by vector operations
  • Enables access to Tensor Cores with neural shading in new RTX50 series GPUs


NVIDIA Reflex 2 With New Frame Warp Technology Reduces Latency In Games By Up To 75%

  • Discusses updates to the Reflex 2 system
  • Explains how changing camera views are applied by reprojecting the camera into the new camera space
  • Shows how unfilled areas are filled through neural reprojection techniques


Thanks to Stephen Hill for support of this series.


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