Graphics Programming weekly - Issue 376 - January 26th, 2025


[video] Surface-Stable Fractal Dithering

  • The video provides a detailed explanation of the work done to apply fractal dithering on objects stably.
  • It starts with a review of dithering concepts, discussing various methods and issues.
  • The technique is developed from the start, showing the various stages of implementation along the way.


[video] Vertex Lighting - Custom Lighting Models - Episode 2

  • The video explains how to implement a custom lighting model in Unity/Unreal.
  • This part focuses on the integration of vertex-based shading.
  • Implementation is shown using a visual shader authoring workflow.


Jobs

Senior C++ Programmers

Relocate, Remote, ideally based in the UK

At GREEN-BiT, we’re on a mission - we’re building a new, innovative software to help reduce the carbon impact of software, first starting with games. We want to empower developers with a Green SDK and toolset to democratise performance optimisation. We’re currently looking for purpose-driven and talented Senior Programmers to join our team and work on developing our groundbreaking tools!


Surfel Maintenance for Global Illumination

  • The blog post discusses the process of a world-space-based surfel distribution pipeline.
  • It provides a high-level overview of the concept and implementation.
  • It shows how the various stages have been implemented and presents performance results.
  • Additionally, it provides pointers to further information.


FFT Bloom Optimized to the Bone in Nabla

  • The blog post explains FFT optimization for bloom effects in the Nabla engine.
  • It covers acceleration via convolution in the frequency domain.
  • It presents detailed overviews of the optimizations applied.
  • Additionally, it looks at what could be further improved in the future.


tinybvh – Manual – Basic Use

  • The article provides an overview of how to use the tinybvh open-source library.
  • It provides a high-level overview of the API and design considerations.
  • It then shows how to use the basic API and how to refit the BVHs for animation support.


Thanks to Jasper Bekkers for support of this series.


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