Graphics Programming weekly - Issue 375 - January 19th, 2025


Radiometry, part 2: Spectra and photometry

  • The article explains spectral radiometric quantities.
  • Presents how it relates to human perception to create photometric quantities.
  • Additionally covers techniques to efficiently deal with spectral rendering implementations.


Dynamic Rendering local read

  • The Vulkan example presents how to use the VK_KHR_dynamic_rendering_local_read and VK_KHR_dynamic_rendering extensions to replace the need for render passes.
  • Explains how dynamic rendering compares to Vulkan 1.0.
  • Shows how local reads can be used to implement a deferred renderer with a composition pass.


[video] Particle System Using The Compute Shader // Intermediate OpenGL Series

  • The video provides a high-level introduction to compute shaders with OpenGL.
  • Shows how to apply the concepts to the implementation of a particle system.
  • Explains how to implement the shader, connect it to OpenGL, and execute the work.


Issues with Color Spaces and Perceptual Brightness

  • The blog post calls out that color spaces such as CIELAB don’t offer perceptual brightness for all colors.
  • Explains how certain colors appear brighter to humans than others at the same hue.


Massaging the Shader Compiler to emit Optimum Instructions

  • The blog post provides examples of how different HLSL implementations cause very different codegen results.
  • Shows that unintuitive implementations can be required to allow the compiler to map to native instructions.
  • Suggests that compiler pattern matching hinders performance and it could be beneficial to expose native instructions as intrinsics.


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.


[video] RTX Mega Geometry Is A Big Deal... But What Does It Actually Do?

  • The video provides an overview of the Mega Geometry technique by Nvidia.
  • Aims to solve the issue of streaming clusters into acceleration structures without BVH rebuilds.
  • Discusses new possibilities of the presented demos.
  • Currently an Nvidia-only API.


[video] Full Introduction to Compact Poisson Filters for Fast Fluid Simulation -- SIGGRAPH 2022

  • The video recording of a talk that discusses Compact Poisson Filters to allow fluid simulations for interactive applications.
  • Explains the solver technique and implementation steps in detail.
  • Presents performance and demos of the technique.


Dissolve shader: VFX's bread and butter

  • The blog post explains how to implement a dissolve shader.
  • Presents examples of different methods for the implementation and compares them visually.
  • Additionally provides examples of the technique when applied to particles.


Technically Art: Issue 141 (17.1.2025)

  • Collection of blue sky posts covering tech art.
  • Contains videos and pictures of in-progress projects.
  • Additionally contains a number of links to tutorials and posts covering a variety of topics.


The hidden cost of shader instructions

  • The blog post discusses different classes of HLSL instructions and associated costs on RDNA hardware.
  • Presents how many instructions are required for the various patterns.
  • Additionally presents insights into other patterns that can affect the performance of generated code.


Thanks to Jasper Bekkers for support of this series.


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