Graphics Programming weekly - Issue 251 - September 5, 2022


[video] Ray Marching, and making 3D Worlds with Math

  • the short video provides a great visual introduction to distance functions and ray marching
  • presents how to express shapes using implicit surfaces
  • showing techniques to combine different shapes and animate them


Lighting participating media with thousands of lights

  • the article shows the Grid-Based Reservoirs sampling technique for dynamic lights in participating media
  • this enables the temporal reuse of samples among neighboring rays
  • shows the different stages of the implementation and how different sampling and noise distributions change the results


Mesh Shading for Vulkan

  • mesh shader support has been added to Vulkan through VK_EXT_mesh_shader
  • the article compares the API against D3D12 and the previous Nvidia extension
  • Khronos additionally provides several queryable attributes that developers can use to tune the algorithms for the hardware capabilities and requirements


[video] Intel Arc Graphics | Intel Arc A-Series Graphics Ray Tracing Technology Deep Dive

  • the video starts with a visual overview of rasterization, raytracing, and hybrid rendering techniques
  • the talk focuses on how intel hardware is designed to efficiently support raytracing
  • contains benchmark comparisons of expected performance compared to an RTX3060


Progressive image stippling and greedy blue noise importance sampling

  • the article presents a method to generate Progressive blue noise samples that follow the image content
  • shows the implementation in python
  • discusses the effects of different parameters and how they can be used for the required results


[video] Post Process VHS Filter - Shader Graph Basics - Episode 59

  • the video presents how to implement two VHS effects, interlacing lines and YIQ color grading, in a post-processing effect
  • walkthrough of the effect is provided in both Unreal and Unity


Compressing global illumination with neural networks

  • the blog presents the idea of using a simple neural network to encode diffuse indirect light for a scene
  • discusses the various steps in the experiment
  • presents the final results and discusses weaknesses of the approach


[archive] Practical Aspects of Spectral Data in Digital Content Production - SIGGRAPH 2022

  • second year of the spectral rendering Siggraph course
  • focusing on the practical aspects of spectral rendering
  • shows the limitations of RGB and discusses the advantages of spectral rendering and workflows


Technically Art: Issue 123 (2.09.2022)

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


Thanks to Giuseppe Modarelli for support of this series.


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