- the article discusses how to calculate UV derivatives in compute-shaders
- presents issues that will occur at the geometry edges and how to resolve them
![](/img/posts/graphics-programming-weekly-234/bary_terrain.png)
- the blog post raises the point that GGX was introduced in a 1975 paper by Trowbridge and Reitz
- discusses why we as a community should prefer to use the original term
![](/img/posts/graphics-programming-weekly-234/microfacet.png)
- the article presents how to extend the BVH structure to allow multiple objects in the same structure (TLAS)
- explains the necessary knowledge of matrix (inverse) transformations
![](/img/posts/graphics-programming-weekly-234/tlasaction.jpg)
- the High-Performance Graphics conference is running a student contest
- students are asked to implement the highest quality path-tracer within a performance limit
![](/img/posts/graphics-programming-weekly-234/hpg2022banner-1.jpg)
- the article presents the underlying mathematical modeling commonly used to represent volumetric effects (such as the earth’s atmosphere)
- presents different approaches and derivations to model different effects
![](/img/posts/graphics-programming-weekly-234/scattering.png)
- the paper presents a method to adapt the set of sampling techniques in multi importance sampling to an input scene automatically
- the aim is to remove the need for manual tweaking of distributions
- based on a scheme for estimating the second moments of different sample allocation strategies
![](/img/posts/graphics-programming-weekly-234/grittmann-2022-eamis-teaser.jpg)
- the blog post explains the derivations of importance sampling schemes for multiple functions
- covers uniform, Cosine-weighted, Power cosine-weighted, Microfacet-BRDF, Blinn-Phong, as well as Beckmann derivations
![](/img/posts/graphics-programming-weekly-234/brdf_importance_sampling.png)
- the article presents the idea of using ReSTIR for a checkerboard style pattern for shadow ray generation
- only every other pixel would sample new; others would reuse the reservoir of nearby pixels
![](/img/posts/graphics-programming-weekly-234/Restir_el_cheapo.png)
- the article presents the implementation of a ray-binning technique
- the technique aims to improve performance by processing rays that are likely to hit similar objects together
![](/img/posts/graphics-programming-weekly-234/variance_binned_16x8.png)
- the paper introduces a generalized approach to resampled importance sampling for correlated samples with unknown PDFs
- presents the results in an interactive ReSTIR path tracer
![](/img/posts/graphics-programming-weekly-234/gris.png)
- the video shows how to pack sprites into a 2D texture atlas to reduce the number of draw calls required
- presents how to set up the vertex data and shader stages to unpack the data
- it additionally explains uniform buffer objects and presents the effects on performance
![](/img/posts/graphics-programming-weekly-234/sprite_batching_opengl.png)
Thanks to Stephen Hill for support of this series.
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