Graphics Programming Weekly - Issue 384


I want a good parallel computer

  • the blog post discusses the history of parallel GPU hardware developments over time
  • talks about the limitations of current programming models
  • as well as upcoming developments like work graphs and other GPU-driven execution models


Assassin's Creed Shadows: inside the technologically revamped Anvil Engine

  • the article presents a short interview about the technology of Assassin’s Creed Shadows
  • the included video contains a lot more details, including debug view insights into the virtualized geometry system
  • discusses how and why AC ships with two different Global illumination systems


CUDA: New Features and Beyond

  • recording from the GTC presentation is available
  • discusses the current state of the CUDA stack and future developments for performance optimizations across the whole stack
  • introduces new Python libraries, JIT compilation
  • additionally introduces cuTile, a new CUDA extension that allows the expression of problems at the tile level


GTC 2025


Announcing DirectX Raytracing 1.2, PIX, Neural Rendering and more at GDC 2025!

  • the blog post shares D3D12 announcements from GDC
  • DXR 1.2 will bring support for opacity micromaps (OMM) and shader execution reordering (SER)
  • additionally, shares upcoming PIX updates as well as support for Cooperative vectors


[video] Custom Lighting Fog - Custom Lighting Models - Episode 10

  • the video continues the development of a custom lighting model
  • this part introduces how to integrate fog into the shading model
  • implementation is done using the visual shading language in Unity 6


How to use Geometry Shader in Unreal Engine 5 with AddMeshPass Plugin

  • a short tutorial on how to use Geometry Shaders from Unreal Engine 5
  • shows the necessary C++ and shader code


MeshPad: Interactive Sketch-Conditioned Artist-Designed Mesh Generation and Editing

  • the paper presents a discussion of techniques used to convert 2D sketches (interactively) into 3D base meshes
  • the technique is based on a transformer architecture that iterates on results through additions and deletions
  • still has context length limits that restrict triangle counts to thousands


[video] Implicit Surfaces & Independent Research

  • the video presents how to render Implicit surfaces
  • starting from the basic ideas and showing how to deep dive into research on the same idea. Explaining the developments in implicit surfaces
  • additionally presents how to interact with the researcher community


Thanks to Warren Moore for supporting this series


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