Graphics Programming weekly - Issue 203 - October 3, 2021


Fast temporal reprojection without motion vectors

  • the paper proposes a new technique to enable the temporal reuse of samples in scenarios where motion vectors are not enough / available
  • core algorithm of the paper is patch-based correspondence detection within a hierarchical


An OpenEXR Layout for Spectral Images

  • the paper provides an overview of Spectral Image Representation and Bi-spectral Reflectance
  • explains what kind of materials require the information for correct representation
  • proposes a way to store the data in the OpenEXR format


[video] Blub - Interactive GPU fluid solver

  • the video provides an overview of a GPU based fluid solver
  • written with WebGPU and Rust
  • primarily focusing on the implementation details of the simulation


Dynamic flowing foam in Unity

  • the Unity tutorial shows how to implement a basic flow system in Unity
  • implemented using a projection of 3D shapes into clip space
  • flow is implemented using a double buffering approach using compute shaders


Shader Tutorial: Self-Drawing Lines

  • the Unity tutorial explains how to implement a 2D effect where a mask controls the visibility of a line over time
  • presents the code and unity setup necessary to implement the effect


[video] How to think about 3D rotations

  • the video explains how to develop a mental model of 3D rotations
  • based around the change of orientation from one coordinate space to another
  • presents an overview of different ways to express rotations
  • additionally shows how to use the techniques in Unity


Khronos KTX 2.0 Textures Enable Compact, Visually Rich, glTF 3D Assets

  • Khronos released the texture format 2.0, which now supports Basis Universal compression
  • additionally, the new gltf KHR_texture_basisu extension allows the usage in gltf models


My personal hell of translating DXIL to SPIR-V – part 2

  • the blog post describes the details about parsing DXIL (the output from the Microsoft Shader Compiler)
  • shows how to parse various opcodes, details with SPIR-V
  • provides an overview of the capabilities of the LLVM based encoding


Thanks to Joakim Dahl for support of this series.


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