Graphics Programming weekly - Issue 177 — April 4, 2021


Countering Racial Bias in Computer Graphics Research

  • the paper presents racial bias that can be found in the technical language and numerical measures used in skin and hair research
  • presents suggestion on how graphics research practices can be improved to include a larger spectrum of humanity


[video] Create a Sand Dune Shader Graph in Unity URP! No Textures Needed!

  • the Tutorial presents how to generate sand dunes in pixel shaders using Unity
  • presents a normal vector based sand shine reflection
  • for more in-depth realistic sand, check out Sand Rendering in Journey


Radeon™ GPU Profiler v1.10 introduces GPU cache counters, Vulkan® ray tracing, and more

  • updated version supports reporting of memory, instruction, and scalar cache usage on RDNA hardware
  • article presents how the data is visualized

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Managing Shader Code Complexity in NVIDIA Omniverse

  • the article provides an overview of the Slang Shading language and its use inside of NVIDIA Omniverse
  • Slang is HLSL based, can be used to generate SPIR-V, DXIL, and DXBC
  • the main additions are interfaces, generics, and modules


Mean Squared Error is Variance

  • the article shows how to calculate the variance of a stream of values
  • only the average and average square value are required to be tracked
  • variance and standard deviation can be derived from these


Baking Neural Radiance Fields for Real-Time View Synthesis

  • the paper presents a novel sparse Neural Radiance Grid representation
  • this representation allows Neural Radiance Fields (NeRF) to be baked so that rendering can be archived in realtime


Generating Meshes of a Sphere

  • the article presents 4 different ways to generate a sphere mesh
  • UV Sphere, Icosphere, Quad Sphere, and Goldberg Polyhedra


Thanks to Leonardo Etcheverry for support of this series.


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