Graphics Programming weekly - Issue 378 - February 9th, 2025


NVIDIA RTX Mega Geometry Now Available with New Vulkan Samples

  • The blog post announces the release of the Mega Geometry SDK
  • This entry provides a summary of the various samples and libraries


NVIDIA Neural Texture Compression SDK

  • Nvidia released a beta version of Neural Texture Compression
  • A neural network is used to compress all textures of a PBR set together
  • This can either be decompressed at sample time or be transcoded into BC during texture load
  • The readme provides a brief explanation and example data


UVGS: Reimagining Unstructured 3D Gaussian Splatting using UV Mapping

  • The paper introduces turning 3D Gaussian Splatting from unstructured into structured structure using spherical UV mapping
  • The paper presents how the mapping allows existing models to better operate on the image formats
  • Shows improvements in compression and quality


Solving the Dense Geometry Problem

  • This blog post introduces the release of the AMD Dense Geometry Compression Format SDK
  • The format aims to be the equivalent to what BC/ETC is for textures but instead for geometry
  • Explains limitations of the current solution and how the format aims to overcome it
  • The SDK contains how to compress, view, and decompress the data (both on the CPU and GPU)


[video] Unity | How to Create Dynamic World Changing Effects

  • The video tutorial presents how to implement a world space-based effect that allows blending between different world rendering styles
  • Implementation is done using a mix of visual shading language as well as HLSL
  • Presents simple shapes as well as texture-driven outlines


Game engines and shader stuttering: Unreal Engine's solution to the problem

  • The blog post provides a high-level discussion of why Unreal Engine games commonly encounter micro stutter related to shader loading
  • Discusses the various systems Unreal Engine contains and introduces new methods to reduce the problem
  • Additionally, it discusses available debug options that should help developers verify the efficiency and introduce solutions during development


[video] What Kind of Math Should Game Developers Know?

  • The video visually explains the most common mathematical concepts that are encountered in game development
  • Covers interpolation, trigonometry, vectors, dot-product, matrices, quaternions
  • Presents each concept with practical and visual examples


Generating Tilesets with Stable Diffusion

  • The article discusses a technique that uses Stable Diffusion to generate a tileset
  • Discusses how to drive the model to generate the transition tiles between a known set of materials
  • Presents the limitations and issues with the developed model


Simplified pipeline barriers

  • The article presents a simplified model for Vulkan and D3D12 Extended Barriers
  • Discusses both textures and buffers and how different hardware interacts with them
  • The code for the implementations is available


Post-Processing Shaders as a Creative Medium

  • The article presents a series of post-processing effects that build upon the same underlying techniques
  • Each effect is explained and presented with detailed visualizations
  • Additionally, each effect is demonstrated as a real-time implementation that can be interacted with directly on the website


[Video] Texture Mapping // Vulkan For Beginners #18

  • This video tutorial series covers the implementation of a Vulkan renderer
  • In this episode, you will learn how to create, load, and sample a texture


Thanks to Angel Ortiz for supporting this series


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