Graphics Programming weekly - Issue 205 - October 17, 2021


Recovering Real-World Reflectance Properties and Shading From HDR Imagery

  • the paper presents how using HDR and 3D scan data, it’s possible to reconstruct the material BRDF parameters
  • shows how to estimate the diffuse lighting, surface albedo and use this information to treat it as an optimization problem to match the original image


Creating a Foliage Shader in Unity URP Shader Graph

  • the tutorial covers a walkthrough of a foliage shader in Unity
  • covering double-sided materials, translucency, normal adjustments for more natural diffuse shading, and wind deformations


[video] How To Render CIRCLES (OpenGL/Vulkan/DirectX/Metal)

  • the in-depth video tutorial explains how to render a circle using shadertoy
  • explains the required math and implementation in shader code


The Shader Permutation Problem - Part 1: How Did We Get Here?

  • the blog introduces the topic of shader permutations and why they end up being common issues
  • discussing not only the compilation side but also runtime implications
  • additionally presents a list of questions that a programmer might ask when creating a new shader permutation


The Shader Permutation Problem - Part 2: How Do We Fix It?

  • the article dives deeper into the issues related to shader permutations
  • covering several possible solutions, discussing the tradeoffs of the different methods presented
  • additionally presented a brief look at the future with callable shaders or function pointers
  • closes with an overview table of the different methods, advantages/disadvantages, and what platform it’s supported on


NeRF at ICCV 2021

  • collection of Neural Radiance Field papers that will be presented at Intl. Conf. on Computer Vision
  • starts with a brief summary of what Neural Radiance Fields are
  • includes a small single sentence summary for the content of papers for each


Frame Analysis - Control

  • frame breakdown of a single frame from the game control (as video and text)
  • covering shadow rendering, ray tracing passes
  • denoising, tech art passes, as well as Deep Learning Super Sampling (DLSS)


Graphics Twitter - send me links for stuff explaining modern GPU architecture (PS5,RTX etc)

  • Twitter thread asking for GPU architecture information
  • the replies are full of fantastic resources


Linking DXIL Binaries Using DXC

  • the article shows how recent versions of DXC can link DXIL shaders for all shader stages
  • presents the API as well as discusses existing restrictions


AMD FidelityFX Super Resolution: the Digital Foundry interview

  • interview with Nick Thibieroz, Director of Game Engineering at AMD
  • discussing AMD FSR objectives, design considerations, the impact of Machine Learning
  • additionally provides a few pointers at what different engine integrations could be considered


Thanks to Keith O’Conor for support of this series.


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