Graphics Programming Weekly - Issue 380


State of HLSL: February 2025

  • the blog post presents the latest development in HLSL development
  • shows that first basic HLSL shaders can be compiled in clang mainline
  • provides an overview of upcoming HLSL language revisions and upcoming changes
  • additionally introduces that public HLSL meetings are taking place reguarly


GPU Friendly Laplacian Texture Blending

  • the paper introduces a new blending method to smoothly blend textures and materials while preserving local contrast and texture details without ghosting or blurring
  • presented techniques uses simple image processing and computational photography techniques without additional preprecessong steps
  • WebGL demo is provided


Signed Distance Fields

  • the blog post gives an introduction into Signed Distance Functions
  • providing a high level overview of the technique and what can be created using them
  • additionally provides information on where to find further information
  • as well how to modify functions for further effects


[video] Godot 4: Raymarching, part 1 (tutorial)

  • the video tutorial provides an overview of the Raymarching algorithmn
  • then presents a walkthrough on how to implement the technique in Godot shading language


Infinity Nikki: One-way Window

  • the article presents a couple of small optimizations Infinity Nikki
  • presents how windows are only one-sided
  • additionally presents how animations stop when outside the view range


Introduction to Stochastic Calculus

  • the blog post provides an introductionn into Stochastic Calculus
  • explains developing applications in the field
  • starts the explanation from a statistics calculus examples and expands to more advanced examples


Display Scaling in Godot 4

  • the article provides a detail discussion of considerations when designing UI for various devices and screens
  • explains the different resolutions and scale factors that appliaction developers need to know
  • presents practical examples of various ways to deal with the challenges
  • shows which Godot tools are available to help


GTC 2025

  • GTC is happening March 17-21, virtually and in San Jose. Presenting the latest breakthroughs in generative AI, accelerated computing, simulation technology, and more.
  • Register for free to enter my RTX 6000 Ada giveaway
  • This post contains more details and my session recommendations


GPU Texture Compression Everywhere

  • the article provides the history of compressing textures on the GPU into block compressed formats
  • discusses the various challanges of getting this working reliable on various Vulkan devices and drivers
  • additionally presents how it can be achived on D3D12, OpenGL and Metal


LLVM 20 Promotes SPIR-V To Official Backend, Enabled By Default

  • the article introduces that LLVM has added offical support for SPIR-V as a backend generation target


[video] Indirect Rendering // Intermediate OpenGL Series

  • the video provides an overview on how to use glMultiDrawElementsIndirect to draw a scene
  • provides a discussion of the technique and shows how to integrate it into an exisitng OpenGL application
  • showing how it affects the C++ and GLSL shaders


[video] Light Color & Shadow - Custom Lighting Models - Episode 6

  • the video tutorial continues the development of a custom lighting model in Unity and Unreal Engine
  • in this part it presents how to intercept light information from the main scene light
  • additionally presents how to improve ambient lighting


Thanks to Keith O’Conor for supporting this series


Would you like to see your name here too? Become a Patreon of this series