Graphics Programming Weekly - Issue 381


[video] How to Sample Your Signals? Sampling Theorem and Anti-aliasing Explained

  • the video explains the theory underlying the resampling of continuous signals into distinct samples
  • presents how various aliasing artifacts are caused and how sampling and reconstriction filters prevent them
  • explains the examples of image resampling


FastAtlas: Real-Time Compact Atlases for Texture Space Shading

  • the paper presents a GPU-based method for the generation of dynamic texture atlases for texture-space shading
  • explains the limitations of existing methods and how this algorithm aims to improve it
  • presents performance and quality comparison against existing methods


[video] Are Current Generation Graphics A Bit Of A Let Down?

  • the video discusses the challenges facing modern game graphics development
  • focuses on how different approaches to world and game design affect what techniques are possible


[video] How Clay's UI Layout Algorithm Works

  • the video explains how to design a flexbox-like layout algorithm
  • visually explains the flow of layout operations in a multi-pass structure
  • explaining all the tools required to implement relatively complex layouts


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


Infinity Nikki: Mysterious Shadow Drop

  • the article provides a look at the special case shadow handling for Infinity Nikki
  • discusses the various shadow systems, how they interact with other features and limitations
  • explains how many unique case systems can help to achieve game design requirements


Call for Submissions

  • REAC 2025 is looking for talk submissions until March 28
  • the paper describes what topics the organizers are looking for and how to apply


Vulkanised 2025

  • video recordings of Vulkanised 2025 talks have been released
  • covers a large number of topics from updates to HLSL, neural networks, swap chain management to GPU-driven command generation
  • slides are available


[video] Vulkanised 2025: Device-Generated Commands in Vulkan - Ricardo Garcia

  • the talk provides an introduction to the Vulkan Device-Generated Commands API
  • explains the steps required on the C++ side to record and execute commands
  • covering command buffer management, synchronization, API restrictions as well as limitations


[video] How Game Engines Make Shaders Easy

  • the video explains the shader abstractions that can be found in Unity but are missing in Godot
  • provides an open-source implementation that aims to re-implement certain features for compute shader


tensara

  • a platform similar to Leetcode for CUDA applications
  • provides challenges and allows developers to submit and compare implementations


Thanks to Aras Pranckevičius for supporting this series


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