Graphics Programming weekly - Issue 241 - June 26, 2022

Order independent transparency, Part 1

  • the article presents how to use per-pixel linked lists to implement order-independent transparency
  • presents performance and memory results of the solution
  • it additionally discusses limitations and a look at alternatives to reduce memory overhead

Physical Units for Lights

  • the article presents a discussion of the different physical Units used for light description
  • provides explanations for each unit and the relationship between them
  • it includes a handy summary graphic as a cheat sheet to remember the relationships

Comparing BCn texture decoders

  • the article compares BC decompression libraries
  • compares the level of format support, decoding performance, and build complexity


Senior/Lead Rendering Engineer

Los Angeles, Vancouver, Montreal or San Mateo

We have several project openings for a Senior/Principal or Lead Rendering Engineer to work on new/all original IP’s, which are being developed in Unreal 5 and are true cross-play multiplayer games on PC, Console & Mobile.

You will work collaboratively with artists, designers and engineers to realize our beautiful, stylized visual target.

The ideal candidates are broadly experienced with optimization & profiling CPU/GPU on multiple platforms, creating content workflows/pipelines and experienced with both R&D and production systems/features.

DirectML Plugin for TensorFlow 2 is here

  • the blog posts announce the release of a first preview of the DirectML backend for the TensorFlow 2
  • this allows workloads to be executed on generic D3D12 capable GPUs (AMD, Intel)

It’s time to see the FSR 2 source code!

  • AMD released FidelityFX™ Super Resolution 2 (FSR2) to the public
  • source and documentation about the integration is available
  • it additionally provides information about the different modes and provides comparison images in different scenes

Khronos cross-vendor mesh shader extension update

  • Khronos is sharing the first details about what the cross-vendor Vulkan mesh shader extension will look like
  • presents what the differences to the VK_NV_mesh_shader will be and what to take into consideration when designing a solution today

[video] NVIDIA’s Ray Tracer: Wow, They Nailed It Again!

  • the paper presents an overview of the NVidia Fast Volume Rendering with Spatiotemporal Reservoir Resampling paper
  • video compares against previous results and how ReSTIR techniques can help to reduce noise and require a large reduction in sample counts

Thanks to Peter Kohaut for support of this series.

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