Graphics Programming weekly - Issue 200 - September 12, 2021

Physical Light-Matter Interaction in Hermite-Gauss Space

  • the paper proposes a formal model to describe how surfaces/media respond to incident radiation
  • introduces a hybrid matter model for a locally stationary stochastic process


  • the Vulkan tutorial shows how to use the Vulkan VK_NV_ray_tracing_motion_blur extension (exposed by Nvidia)
  • shows how to extend a static ray tracer implementation with the necessary information to support motion(blur)
  • contains API extensions for time-dependent tracing, motion support in acceleration structures, and support for changing vertex positions

Okhsv and Okhsl

  • the article presents a derivation of new color spaces designed for more uniform color picker behavior
  • discusses the different tradeoffs and how a perfect solution is not possible
  • presents an overview of existing methods (HSV, HSL, HSLuv), discussing the tradeoffs, weaknesses, and strengths
  • additionally provides an interactive implementation of all the color pickers

SDF Decomposition

  • the article presents a method for the rendering of static Constructive solid geometry SDFs
  • breaks down an SDF into several sub-trees, with shader specialization for each
  • requires a static source SDF; however, it could still change positions

Say hello to shadergarden

  • article introduces a prototyping system aimed at making multi-pass shader experiments easier
  • implemented using Rust and GLSL
  • presents how to implement several systems such as a path tracer, the game of life using the system

Vulkanised 2021

  • signup and schedule for the Vulkanised conference has been published
  • combination of talks and Vulkan layer authoring tutorials

The Fog of Random

  • the article presents a look at the making of the fog lost in random
  • shows how the visual style was achieved
  • based on volumetric or screenspace fog based on the platform capabilities

Perceptual Model for Adaptive Local Shading and Refresh Rate

  • the paper introduces a new metric, CaMoJAB
  • this considers how the judder, aliasing, and blur artifacts introduced by VRS are masked by the sensitivity limits of the visual system
  • presents how to use the metric to derive VRS shading rate as well as required refresh rates

Thanks to Warren Moore for support of this series.

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