Graphics Programming weekly - Issue 193 - July 25, 2021

Software VRS with Visibility Buffer Rendering

  • 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

There is no S in SDF without the Distance Fields!

  • 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

Real-time ray traced caustics

  • 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

Processing aware image filtering: compensating for the upsampling

  • 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


Senior Graphics Engineer

Germany (remote possible)

Threedy is a young Fraunhofer spin-off with a considerable number of high-profile customers in the german automotive sector.

We develop the Visual-Computing-as-a-Service platform instant3Dhub to enable our customers to leverage the true value of their 3D data in industrial applications – any data, any device, any size.

instant3Dhub has a strong focus on CAD data visualization, from browser-based to mixed reality applications and delivers out-of-the-box collaboration and augmented reality features.

We are looking for graphics programming enthusiasts to support our core development team for the 3D streaming with a focus on the evolution of our web frontend build on WebGL.

Reducing Acceleration Structure Memory with NVIDIA RTXMU

  • 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)

[video] Arm Mali GPU Training Series Ep 1.2 : The rendering pipeline

  • 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

[video] Arm Mali GPU Training Series Ep 1.3 : GPU architecture

  • 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

[video] Arm Mali GPU Training Series Ep 1.4 : Hardware shader cores

  • 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

GPU architecture types explained

  • 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

Using Debug Printf

  • 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

3D SDF Primitives in WGSL

  • 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

[video] Tech Focus: Global Illumination - What It Is, How Does It Work And Why Do We Need It?

  • 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

My toy renderer, part 4: Ray tracing

  • 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

Thanks to Erika for support of this series.

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