Graphics Programming weekly - Issue 236 - May 22, 2022

[video] The Road to Vulkan: Teaching Modern Low-Level APIs in Introductory Graphics Courses | EG 2022, Reims

  • the video provides a summary of the findings of teaching both OpenGL and Vulkan as part of the Introductory Graphics Courses
  • compares the challenges and experiences of students, as well as the workload required
  • it additionally provides pointers on how to teach Vulkan to beginners in the most efficient way

[video] Rust Graphics Meetup 2

  • the second edition of the Rust graphics developer meetup
  • covers the WGPU implementation of resource lifetime tracking and barrier detection logic
  • Additionally covers performance optimizations required to speed up these systems

[video] Texture Tiling Without Repetition - Shader Graph Basics - Episode 47

  • the video explains how to use hexagonal texture sampling/blending to create a shader that allows less noticeable texture tiling
  • presents the logic, explaining step by step how to create the shader
  • using visual shader graphs using Unity and Unreal

DirectStorage speculations & myths

  • the article shows what the DirectStorage API enables on PC
  • presents what workloads can be accelerated by using the API and what API limitations exist
  • additionally presents workloads outside of games that could benefit

Permutation Coding for Vertex-Blend Attribute Compression

  • 15 min video explaining the concept has been added
  • discussed in more detail in week 231

How to build a BVH – part 7: Consolidate

  • the article expands the the previous BVH implementation with the necessary logic to support UV and Normals
  • shows how to calculate the intersection point Barycentrics coordinates and how to interpoliate vertex arguments
  • additonally points out the importance of data seperation for good performance

[video] I3D 2022 Day 1 — Tuesday, May 3

  • video recording of the I3D 2022 conference, all 3 days are available
  • covering a large amount of topics, including soft shadows, vertex compression, interactive plume, machine learning for humanoid models, …

[video] AMD's Ray Tracing Research

  • the video provides a summary of AMD rayracing research
  • covering global illumination sampling and multi-resolution geometric representation, stochastic light sampling
  • additionally introduces the Orochi library to unify CUDA and AMD HIP gpu execution

Advanced API Performance: Variable Rate Shading

  • the article provides a brief overview of VRS modes available
  • performance advice for how it affects hardware limits
  • additionally gives some recommendations on what workloads can benefit from VRS usage

Thanks to Daniel Fortes for support of this series.

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