Graphics Programming weekly - Issue 222 - February 13, 2022

In the works: HLSL Shader Model 6.7

  • the blog post presents the new features of shader model 6.7
  • improved texture operations such as Raw Gather (unmodified retrieval of the 4 samples from bilinear sampling)
  • writable MSAA textures, quad-level operations
  • additionally introduces programmable offsets for load and store from runtime variables instead of compile-time constants

Super Imposter shader: my journey to make a high quality imposter shader

  • the article provides an overview of the development process of using a texture-based imposter system using raymarching
  • shows the different steps in the development process, quality improvements along the way
  • additionally discusses what ideas the author tried, what did and didn’t work, and discusses why they didn’t work

[video] Real-Time Ray Tracing | RTX ON in Vulkan | Vulkan Lecture Series Ep. 6, Real-Time Rendering Course

  • Video lecture series of the real-time rendering course at TU Wien
  • this part covers how to use hardware-accelerated ray tracing from Vulkan
  • covers everything required to render a static scene, accelerations, ray traversal, shader bindings as well as processing hits
  • additionally presents ray queries to allow ray tracing from any shader stage and discusses the limitations

A Shader Trick

  • the article discusses a problem with effects caused by loss of floating-point precision when game-time is growing
  • presents a method to reset periodic timers cleanly and still allow for continuous motion
  • the suggested solution uses integer multipliers with required precision to make resetting motions natural from an effect tweaking perspective


Senior 3D Software Engineer

Darmstadt (GER), alternatively remote

You are helping our core team to develop cutting-edge 3D data optimization technology, being used in production pipelines to process millions of 3D data sets each year, fully-automatically. You are performing research on 3D mesh processing, texture baking, UV mapping, optimization algorithms and ML-based algorithms for 3D data optimization and QA.

Technically Art: Issue 121 (11.02.2022)

  • a collection of tweets about tech art, VFX, and related topics
  • showcases of in-progress developments and experiments

[video] How Shaders Work (in OpenGL) | How to Code Minecraft Ep. 3

  • video introduction tutorial to shader programming with OpenGL
  • provides a conceptual overview of how to author, load, and use shaders GLSL shaders from OpenGL
  • discusses vertex transformations required project vertices onto the screen
  • shows how to access information from the CPU in shaders
  • presents multiple examples to show the practical usage

[video] Interactive Graphics 10 - Textures on the GPU

  • the video session explains Texture set up for usage from GPU shaders
  • covering texture types, addressing, tiling, texture filtering
  • shows how to access the data from the GPU and the necessary OpenGL setup steps
  • additionally provides an overview of the Mesh Color technique and how to represent it as texture maps

Ray-tracing in 10ms: Ambient occlusion

  • the article provides an overview of using raytracing to generate ambient occlusion
  • recaps of ambient occlusion techniques for rasterization, high-level representation of raytracing based implementation

WebGPU January 2022 meetup — takeaways

  • a roundup of WebGPU topics discussed at the January meetup
  • contains references to best practices, new extensions as well as community work showcases
  • additionally contains information about the state of support across browsers

Thanks to Mike Turitzin for support of this series.

Would you like to see your name here too? Become a Patreon of this series.