- the article contains a collection of 53 tips & tricks to consider when writing shaders
- contains performance advice, common pitfalls, as well as optimization advice
![](/img/posts/graphics-programming-weekly-219/longtail_full_fixed.png)
- the article discusses how noise can help to reduce banding in light gradients
- presents the effects of noise on the visual perceptions
- shows how to implement the required noise operations in a Unity shader
![](/img/posts/graphics-programming-weekly-219/02after_enhance.png)
- the video provides a great introduction to image compression topics
- covering Discrete Cosine Transform (DCT), YCbCr Color space as well as Run-length/Huffman Encoding
- explained in the context of jpeg but applicable to other data compression problems
![](/img/posts/graphics-programming-weekly-219/jpeg_encoding.png)
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![](/img/jobs/Rapid_Compact_logo.jpg)
- the WIP article presents a walkthrough of a frame of God of War (PC version)
- explaining wind and GPU particle simulation
- shows how snow deformation has been achieved in more detail
- additionally presents a view at how UI rendering is mainly implemented with grey-scaled source textures
![](/img/posts/graphics-programming-weekly-219/gbuffer_pass.png)
- the article presents the new VGPR Pressure Visualization view
- the tool can show how many VGPRs are used on each line and how usage needs to be reduced to see a benefit
![](/img/posts/graphics-programming-weekly-219/disassembly_view_column.png)
- the article presents the shortcomings of Perlin noise and what causes these
- shows how to implement simplex noise that can archive better results
- additionally discusses how to improve the information that is shared with the community at large to improve teaching and information sharing
![](/img/posts/graphics-programming-weekly-219/grid_rotated.png)
- the video presents super sampling techniques
- showing the issues introduced if super-sampling is done with a scaling factor that is not evenly dividable to the downsample target
- presents how the NVidia DLDSR improves upon image quality
- shows the comparison of different settings against native 4x downsampling as well native 1080p images
![](/img/posts/graphics-programming-weekly-219/kratos_scaling.png)
- the paper presents the novel mixbox model for natural color mixing that matches the painting of oil colors
- explains how color mixing in digital software behaves
- presents why previous models were impractical to be implemented and how it was improved
![](/img/posts/graphics-programming-weekly-219/color_mixing.png)
- the article presents the new debug views that can visualize the wavefront execution patterns
- able to show execution latencies for each instruction
- show how many cycles of latency could be hidden by SALU and VALU work
![](/img/posts/graphics-programming-weekly-219/rgp_instruction_timing_1.jpg)
- the article presents how to show resource name usage in the AMD memory visualization
- additionally contains a Troubleshooting section as Event Tracing for Windows (ETW) is required to collect the necessary information
![](/img/posts/graphics-programming-weekly-219/RMV_Memory_Leak_Detector_in_Snapshot.jpg)
Thanks to Robert Wallis for support of this series.
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