- the article discusses how Visibility Buffer can be combined with Variable Rate Shading (VRS) Techniques
- shows how careful selection of sample positions can archive convergence towards the reference non-VRS image
- presents the performance of VRS usage for forward, deferred, and visibility approaches. Comparing different pixel densities
- additionally discusses techniques how the sparse g-buffers might be integrated into other rendering passes
![](/img/posts/graphics-programming-weekly-193/vrs_header_01.jpg)
- the article explains how to express SDFs in Unity and Unreal
- shows the basic steps for a circle SDF
- extends this to show how to animate, combine and blend shapes
![](/img/posts/graphics-programming-weekly-193/sdf_unity_unreal.png)
- the preprint from Ray Tracing Gems 2 covers two techniques for caustics
- One focuses on the caustics around metallic and transparent surfaces
- the second is for caustics cast by water surfaces
![](/img/posts/graphics-programming-weekly-193/caustics.png)
- the article presents the idea of compensating for shortcomings of an upsample technique in the downsampling step
- shows the development of an improved downsample filter to compensate for bilinear upsampling
- discusses how this is related to the typical sharpening of mipmaps done as part of game art pipelines
![](/img/posts/graphics-programming-weekly-193/upsample_aware_downsample.png)
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![](/img/jobs/Threedy_instant3Dhub-Logo.png)
- the NVIDIA RTX Memory Utility is an open-source (MIT License) SDK designed for reducing the complexity of memory management for Raytracing on Vulkan and D3D12
- shows how to use the utility to integrate acceleration structure memory reduction techniques
- additionally presents how much memory can be saved on different scenes (very scene dependent)
![](/img/posts/graphics-programming-weekly-193/RTXMU-blog-featured.jpg)
- the video discusses the rendering pipeline
- presents the geometry and pixel processing pipeline
- shows how mali hardware implements the API pipeline for more efficient execution
![](/img/posts/graphics-programming-weekly-193/mali_rendering_pipeline.png)
- explains how the rendering pipeline translates into GPU hardware
- comparing immediate-mode vs. tile-based GPUs
- presents the pros and cons of both models and why mobile GPUs are tile-based
![](/img/posts/graphics-programming-weekly-193/mali_tile_based_rendering.png)
- the video discusses the hardware essentials
- presents how CPUs are designed
- followed by how the design for GPUs is adjusted to take advantage of the graphics workloads
![](/img/posts/graphics-programming-weekly-193/mali_shader_core.png)
- the article discusses tile-based and immediate-mode rendering GPUs in detail
- exploiting how they work
- discussing strengths/weaknesses
- additionally covers how these influence the efficiency of rendering algorithms such as shadow map rendering
![](/img/posts/graphics-programming-weekly-193/TBRDeferred.png)
- whitepaper that discusses how to use printf in Vulkan shaders
- presents how to use shader printf from HLSL, GLSL, and SPIR-V shaders
- additionally covers RenderDoc and validation layer integration
![](/img/posts/graphics-programming-weekly-193/renderdoc_printf.png)
- a collection of Signed-distance field primitives (Cylinder, cubes, …) expressed in WebGPU Shading Language (WGSL)
- additionally contains Boolean operations, displacement, positioning, and rotations for SDFs
![](/img/posts/graphics-programming-weekly-193/boolean_operations.jpg)
- the video provides an overview explanation of Global Illumination
- presents an overview of the fundamental concepts
- covers several techniques that have been used to approximate it
- discussing advantages and disadvantages of the techniques
![](/img/posts/graphics-programming-weekly-193/global_illumination.png)
- the article goes into detail on how to implement physically correct and affordable ray traced soft shadows for individual polygonal or linear lights
- presents an overview of the concept of ray queries (rays that can be inline at each shader stage)
- shows in-depth the steps required for area lights, including importance sampling, diffuse, specular, and texture integration
![](/img/posts/graphics-programming-weekly-193/area_light_raytracer.png)
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