- the article presents a deep dive into a gather related artifact
- discusses texture filtering, how fixed point is involved and how many bits of sub-pixel precision is used on different GPU vendors
- shows the necessary parts in the Vulkan and D3D spec to understand why an offset is required to match the hardware behavior
![](/img/posts/graphics-programming-weekly-218/gather-and-frac.png)
- the paper presents a multi-resolution hash table of trainable feature vectors
- the presented system focuses on the task-independent encoding of relevant details and can be applied to a variety of tasks
- shows the ideas applied Gigapixel images, Neural SDF, NeRF, as well as Neural volumes
![](/img/posts/graphics-programming-weekly-218/training-encoding.png)
- the video improves the tri-planar projection shader (allows texture mapping without UVs)
- shows how to make sure that texture directions are correct on all sides of the projection
- additionally shows how to convert the node graphs into a single node to make it usable from other shaders more easily
![](/img/posts/graphics-programming-weekly-218/triplanar-projection.png)
- introduction to a university course that covers the fundamental concepts of real-time rendering on the GPU
- the course is project-based, explaining the concepts and applying them in OpenGL examples
![](/img/posts/graphics-programming-weekly-218/interactive_computer_graphics_course.png)
- the video explains how to derive the Lagrange Interpolation functions
- presents how to use desmos to visualize the derivation process
![](/img/posts/graphics-programming-weekly-218/laplace_curve.png)
- an extensive collection of a large variety of tech art tweets collected into a single post
- contains VFX, demos, art showcases, and a large number of exciting demonstrations
- also contains an example that visualizes GPU execution patterns
![](/img/posts/graphics-programming-weekly-218/technically_art_template_119.png)
- Two Minute Papers video summary of the Weatherscapes: Nowcasting Heat Transfer and Water Continuity paper
- shows a new model to simulate weather effects using the microphysics of water
![](/img/posts/graphics-programming-weekly-218/weather_simulation.png)
- the tutorial shows how to use the VK_KHR_dynamic_rendering extension in Vulkan
- shows the steps required to load the extension, use it, and how it affects related components such as pipeline creation
![](/img/posts/graphics-programming-weekly-218/renderpass_in_trash.jpg)
- the first part of a shader coding course (6 hours!) focusing on textual shaders using Unity
- explaining the fundamentals of the rendering pipeline, focusing on applicable knowledge across engines
![](/img/posts/graphics-programming-weekly-218/shader_course.png)
Thanks to Panagiotis Tsiapkolis for support of this series.
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