- database with articles that were previously covered in Graphics Programming Weekly
- central location that aims to make it easier to discover/rediscover graphics programming information
![](/img/posts/graphics-programming-weekly-86/article_database.jpg)
- open source release of the Basis Universal texture codec
- similar compression as .jpeg but allows textures to stay compressed on the GPU
- transcode from a common format into compressed GPU formats at runtime
![](/img/posts/graphics-programming-weekly-86/Binomial_Universal_textures.png)
- collection of VFX tweets of the week
- tutorials, demos, and showcases of great looking effects
![](/img/posts/graphics-programming-weekly-86/technically_art_19.png)
- presents the GPU based light mapper implemented in Unity, based on Radeon Rays
- how to design for GPU occupancy and efficient cache usage
![](/img/posts/graphics-programming-weekly-86/lightmapper.jpg)
- overview videos of the hair rendering in Frostbite
- later parts will contain details about the implementation
![](/img/posts/graphics-programming-weekly-86/frostbite_hair.png)
- master thesis trying to answer if raytraced real-time ambient occlusion is a viable option for games
- providing path tracing theory, an overview of implementation (Vulkan)
- presents the theory behind ambient occlusion
- comparison for performance and quality with existing real-time techniques
![](/img/posts/graphics-programming-weekly-86/thesis_ao.png)
- proposed antialiasing technique combines rasterization with ray tracing
- uses ray tracing to collect extra samples when information from previous frames is not available
- run FXAA on the fast moving parts on the edges of the screen to reduce cost
- Microsoft GDC 2019 presentation about variable rate shading (VRS)
- presents the history of techniques and what problems VRS is designed to solve
- how VRS works
- introduction into the API
- how it performs on Intel hardware
- results by Firaxis in Civilization
![](/img/posts/graphics-programming-weekly-86/Variable_Rate_Shading.png)
- presentation video recordings have been released
- a large variety of topics are covered
- VFX, modern rendering features for 2D games, layer materials, raytracing, color management, Vulkan and many more
![](/img/posts/graphics-programming-weekly-86/unreal_fest.png)
- a new skinning algorithm that removes the need for iterative calculations from delta mush skinnings
- the algorithm aims to reduce the manual skinning requirements
- quality comparison against existing skinning techniques
![](/img/posts/graphics-programming-weekly-86/DirectDeltaMushSkinning.png)
- a master thesis that demonstrates how to use multiple GPUs with Vulkan
- comparison of sharing work by dividing the screen or recomposition of rendering results
![](/img/posts/graphics-programming-weekly-86/multi_gpu.png)
Thanks to Jhon Adams for support of this series.
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