- the paper presents a modification of histogram-preserving tiling algorithm discussed in issue 45
- it removes the lengthy 3D optimal transport preprocessing step and replaces it with per-channel lookup tables
- aims to reduce clipping and ghosting artifacts
- provides multiple blend modes that treat quality for performance
![](/img/posts/graphics-programming-weekly-106/histogram_blending.png)
- the article explains the problem with the classic GPU geometry pipeline
- mesh shaders allow kernels to execute on sub-parts of meshes and output per-vertex and per-primitive attributes
- amplification shaders are run before, and output decide how many mesh shaders to launch
- shows code examples on how to use the feature in both HLSL and C++ API
- ExecuteIndirect also supports launch mesh shaders from the GPU
![](/img/posts/graphics-programming-weekly-106/mesh_shader_flow.png)
- the article explains what has been added with DXR tier 1.1
- it doesn’t require new hardware features but needs a new windows version and driver support
- provides an alternative to that doesn’t use separate dynamic shaders or shader tables
- inline shaders allow all shader stages to trace rays
- additionally added features are DispatchRays generated on the GPU
- growing state objects, GeometryIndex() in ray shaders, flags to skip triangles / procedural geometry
![](/img/posts/graphics-programming-weekly-106/traceRayInlineControlFlow.png)
- new Vulkan guide by Khronos
- a crucial starting point for getting started with Vulkan
- provides an overview of the ecosystem, components of Vulkan, tools, …
- additionally contains links to specific usage patterns and further information
![](/img/posts/graphics-programming-weekly-106/vulkan_logo.png)
- the article presents the use-case of the streaming system and texture space shading
- sampler feedback is a hardware feature that allows D3D12 shaders to write to a texture which MIPS has been accessed
- FeedbackTexture2D is a new HLSL resource type to express it
- the granularity of the feedback map is user-controlled
![](/img/posts/graphics-programming-weekly-106/SFS_MinMip.png)
- Twitter thread about possibilities of texture-space shading
- Sampler Feedback addition in D3D12 can improve the implementations
![](/img/posts/graphics-programming-weekly-106/TSS_Diagram.png)
- the paper introduces a technique for improving the computation time required for lightmap baking
- based on guided sampling and minimum variance-based estimator combination
- the method has a fixed memory footprint and is independent of scene complexity
![](/img/posts/graphics-programming-weekly-106/ray_guiding.png)
- the paper introduces a technique for translation of materials between different renderers
- using an image-based metric for uniform and texture based paramterization
![](/img/posts/graphics-programming-weekly-106/material_transfer.png)
- the video shows how to modify the SDF of any geometrical shape to make its edges more rounded
![](/img/posts/graphics-programming-weekly-106/rounding_sdf.png)
Thanks to Jasper Bekkers for support of this series.
Would you like to see your name here too? Become a Patreon of this series.